Remote members not correctly removed from lobby

UE - Online - Nov 17, 2025

While the OnLobbyMemberLeft event does seem to be fired correctly, the remote member will still be in the lobby's "Members" map, and its data can still be found in FLobbyClientData::MemberDataStorag ...

Typo in NaniteRasterizer.usf preventing low tessellation mode at distance

UE - Graphics Features - Nanite - Nov 12, 2025

A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...

Landscape Splines in Partially Loaded World Partition Levels Can Cause Nanite Landscape Invalidation

UE - Graphics Tools - Terrain - Nov 7, 2025

Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...

GAS: FActiveGameplayCueContainer::RemoveCue crash while iterating removals when consecutive Cue tags are conditionally added and the conditional effects removed in ascending order

UE - Gameplay - Gameplay Ability System - Nov 4, 2025

When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...

Virtual Texture Collection Indexing Not Working

UE - Rendering Architecture - RHI - Oct 30, 2025

Textures at an index, other than 0, cannot be sampled from a Virtual Texture Collection in a material. When using the Texture Collection and Texture Object From Collection material nodes, with a Vir ...

Static Mesh Contact Shadows still render when all LOD sections have Cast Shadows dissabled

UE - Graphics Features - Oct 30, 2025

When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...

Point Lights Invlidate Virtual Shadow Map Cache when at a distance from attenuation radius

UE - Graphics Features - Oct 28, 2025

When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...

Variant Manager: LevelVariantSets asset corruption after rename or duplicate

UE - Editor - Content Pipeline - Oct 24, 2025

When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...

World Position Offset invalidates Point Lights Entire Virtual Shadow Map Cache when light frustrum is only overlapping a small portion of the mesh

UE - Graphics Features - Oct 22, 2025

When adding a spotlight to the scene it does not correctly use cached virtual shadow map pages when the spotlight overlaps a mesh using WPO. This can be most easily observed by entering 'Cached Pag ...

Extend Worldpartition Editor Grid Widget

UE - World Creation - Worldbuilding Tools - World Partition - Oct 14, 2025

Licensees are looking into ways of adding visualizations to the editor worldpartition grid widget. In one example case, just adding some lines to show which parts of the wp minimap belong to which s ...