Gameplay Tags sourced from a Composite Data Table do not reflect changes made to its parent tables

UE - Gameplay - Dec 5, 2025

When a Composite Data Table is included in the "Gameplay Tag Table List" on the Project Settings, making and saving changes to one of its Parent Tables does not cause the Gameplay Tag Tree to refres ...

Texture Streaming can randomly streams in all Mips, causing large memory spikes

UE - Graphics Features - Dec 5, 2025

A possible race condition allows texture instance views to read uninitialized bounds, causing either garbage or zero screen size values to be returned by FRenderAssetInstanceAsyncView::GetRenderAsse ...

Drag and Drop fails in Standalone and Packaged builds when WidgetComponent’s Widget is set at runtime

UE - Editor - UI Systems - Dec 4, 2025

When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...

LI Property Override: LI internal references are broken when saving the overrides.

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 4, 2025

When Saving the level, ULevelInstancePropertyOverrideAsset::SerializeActorPropertyOverrides will run UStruct::SerializeTaggedProperties to "diff-serialize" each object against its archetype (the LI ...

Issue with Niagara emitter inheritance

UE - Niagara - Dec 4, 2025

Modules in the particle spawn stage get unlocked and lose inheritance after changing the inherited emitter's interpolated spawn mode to "No Interpolation" then resetting. ...

Morph target is not applied on the first frame in Level Sequence

UE - Anim - Runtime - Dec 4, 2025

When a skeletal mesh with morph targets spawns in the sequence, the morph is not reflected in the first frame.  In the ProcessStage_SkinCache call of SkeletalMesh, MorphVertexBuffer->SectionIds is ...

Mover plugin: Crash on UFloorQueryUtils::ComputeFloorDist() and other utility functions that assume the pawn uses a UCapsuleComponent

UE - Gameplay - Player Movement - Mover - Dec 4, 2025

The following functions have been found to perform unchecked casts of the pawn's "UpdatedComponent" to class UCapsuleComponent, possibly resulting in crashes:UFloorQueryUtils::ComputeFloorDist()UGro ...

UInstancedStaticMeshComponent::AddInstances does not appear to be adding per-instance previous transforms when enabled

UE - Graphics Features - Dec 3, 2025

Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...

Unreal Engine Fails to Launch with Vulkan SM6 RHI and RenderDoc Auto-Attach Enabled

UE - Rendering Architecture - RHI - Dec 3, 2025

When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...

PlayerCollision visualization incorrect on LandscapeSplineMesh when Nanite is enabled

UE - Graphics Features - Nanite - Dec 3, 2025

From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...