TMatrix<T>::InverseFast() ensure when running URootMotionModifier_SkewWarp::WarpTranslation().

UE - Anim - Gameplay - Oct 3, 2025

URootMotionModifier_SkewWarp::WarpTranslation() uses InverseFast() within a block of code that is only executed if DeltaTranslation is not nearly zero. The ToRootSyncSpace transform the code builds, ...

TMaps do not function as expected in the details panel when then TMap variable is in a blueprint component

UE - Framework - Blueprint - Oct 3, 2025

The default element can be added multiple times and changing the value from the drop down. ...

BoxOverlapActors fails to catch an Overlaped actor with a particular scale, from a particular position

UE - Simulation - Core - Sep 30, 2025

BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...

Wrong density calculation in UBodySetup::CalculateMass

UE - Simulation - Core - Sep 29, 2025

Wrong density calculation in UBodySetup::CalculateMass. The licensee has provided the following analysis and suggested fix: In UBodySetup::CalculateMass, the following code is present: // physical ...

OnTextChanged not called for UEditableTextBox / UMultiLineEditableTextBox when text is set programmatically

UE - Editor - UI Systems - Sep 29, 2025

When calling SetText() on a UEditableTextBox or UMultiLineEditableTextBox, the OnTextChanged delegate is not triggered. This regression was first reported in UE 5.3 and acknowledged previously in UD ...

Custom Depth range is different than Pixel Depth range

UE - Rendering - Graphics Features - Sep 25, 2025

Shaders that compare custom depth and pixel depth get wrong output values because the ranges are different. This error is most noticeable over large distances. The difference in ranges is due to t ...

New folder shortcut (Ctrl+Shift+N) does not work in multi-Content Browser layouts until a folder is manually focused

UE - Editor - Workflow Systems - Sep 23, 2025

In multi–Content Browser layouts, the New Folder shortcut (by default Ctrl+Shift+N) does not work immediately after switching to another Content Browser tab. It appears that the editor does not auto ...

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

UE - Editor - Content Pipeline - 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 ...

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 ...

Crash when opening a texture or editing its properties after stopping a preview in the material editor

UE - Rendering - Architecture - Materials - Sep 5, 2025

When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...