Point light missing issue on PowerVR GE8xxx when GPUScene is enabled

UE - Platform - Mobile - Sep 17, 2025

On PowerVR GE8xxx devices (e.g., GE8320), running with GPUScene enabled on the OpenGL ES path, point/local Lights render nothing or significantly weak result. Withouy GPUScene(UniformView/UBO path), ...

Painted foliage in a level instance can be selected in Foliage mode if the level instance is in main level, and foliage is duplicated if moved.

UE - World Creation - Worldbuilding Tools - Foliage - Sep 16, 2025

Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...

Local Exposure can cause large variations in PreExposure under certain conditions

UE - Graphics Features - Sep 16, 2025

PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...

Custom fallback mesh LODs for Nanite-enabled meshes not working

UE - Graphics Features - Nanite - Sep 15, 2025

Creating a custom fallback mesh with LOD for Nanite-enabled meshes with multiple materials, results in mesh LODs with errors. As the number of material sections (material slots) decreases with coars ...

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 ...

Switching modular control rig to FK mode breaks animated pose on layered control rigs

UE - Anim - Rigging - Control Rig - Sep 14, 2025

From the licensee:We have built a modular Control Rig in Unreal 5.6, and while IK to FK matching works correctly inthe rig, but we are facing an issue when applying mocap animation to the characters ...

Move SAnimTimeline to public API

UE - Anim - Runtime - Sep 14, 2025

I wanted to be able to make use of the same widgets the AnimSequence uses for its timeline with play/pause, rewind, etc. However I discovered this was all in private folders in the Persona plugin. ...

UGS bug when Reading Column Weights from Config Files

UE - Foundation - UGS - Sep 12, 2025

Changing per layer parameters in a layered material that writes to RVT can cause temporary visual corruption

UE - Rendering Architecture - Sep 12, 2025

When using a layered material that writes to a runtime virtual texture. Sometimes when modifying a layer parameter in the material instance editor. The cached material data in the runtime virtual ...

LODs with screen size 0 in legacy assets are incorrectly converted to 1 on load

UE - Graphics Features - Sep 11, 2025

When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...