Mutable references MetaHumans heads directly, but DNA Assets are private

UE - Anim - Mutable - Sep 18, 2025

When we switched our project to 5.6.1 This error appeared on build. The compilation of the Mutable assets in the editor is not reporting any issue. ...

FBX reimport issue with Interchange Framework

UE - Editor - Content Pipeline - Import and Export - Sep 15, 2025

A licensee has reported that the following repro steps can result in a "Failed to merge bones" error:One of our Skeletal Mesh assets was imported into engine version 5.4 using an older version of th ...

LODs screen sizes in legacy assets are incorrectly converted to all have the same value on load

UE - Editor - Content Pipeline - Sep 11, 2025

When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up)

UE - Virtual Production - Sep 11, 2025

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...

FD3D12BindlessResourceManager::GrowCPUHeap will cause GPU heap activation whether it's needed or not

UE - Rendering Architecture - RHI - Sep 11, 2025

The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...

Downsampled SceneColour textures are not invalidated after ComposeToNewSceneColor when TSR is enabled leading to AfterMotionBlur materials not rendering bloom

UE - Graphics Features - Sep 11, 2025

When an emissive AfterMotionBlur material is used with TSR, Bloom is not applied to the material. The cause for this appears to be that AfterMotionBlur materials are composed to a separate texture ...

Landscape Layer Blending Painting Issue

UE - Graphics Tools - Terrain - Sep 10, 2025

There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...

Crashes occur when executing MRQ while adding UMG with RetainerBox.

UE - Editor - UI Systems - Slate - Sep 9, 2025

Create an asset containing a RetainerBox in UMG, then add the created UMG to the viewport using AddViewport. Running MRQ after this causes a crash. ...

Iris - removal of fast array item not performed on client when server array contains a non-replicated item

UE - Networking - Iris - Sep 8, 2025

It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...