[AI] StateTree fails to compile after copy/pasting a state with a task that binds to required event on the state's enter conditions

UE - AI - StateTree - Dec 14, 2025

StateTree appears to keep an incorrect reference to the event from the source tree rather than re-establishing the property binding to the new tree's event. This happens when copy/paste of the state ...

Disabled Skeletal Mesh Sections cause Shadow Ray Tracing Flicker

UE - Rendering - Graphics Features - Ray Tracing - Dec 12, 2025

If a skeletal mesh has a section disabled the ray traced shadow will flicker when the camera or itself moves. Previously in 5.6.0 no raytraced shadow would appear if a section was disabled. This wa ...

FormatName is not added to the display name of gpu events in some cases.

UE - Foundation - Insights - Dec 12, 2025

If the breadcrumb events have no metadata but the metadata spec contains a format name, the format name is not added to the display name and the user cannot see it. GPU Profiler 2.0. The trace they ...

Iris - Ensure hit when destroying a torn off actor from AActor::TornOff

UE - Networking - Iris - Dec 11, 2025

As of CL 42014318, StopReplication requests that occur during ReceiveUpdate are delayed until all received data from the update is finished processing, including if the actor is torn off. However, i ...

PCG sampling of RVT does only works when sampling the first texture layer

UE - World Creation - Procedural Tools - PCG Component - Dec 11, 2025

The logic for selecting a page table texture in FVirtualTexturePageTable::Initialize() uses the indexing for texture layers (index 0-7) to fetch from the page table textures (index 0-1). All RVT for ...

VirtualTextureStreamingPriority cannot be set per TextureLODGroup

UE - Rendering - Architecture - Dec 11, 2025

It is currently not possible to set a VirtualTextureStreamingPriority via the TextureLodGroups that are defined in a device profile. ...

[ALT] - UE56 Editor launched with -AsyncLoadingThread will trigger MTAccess

UE - Foundation - Core Systems - EditorLoader - Dec 10, 2025

When launching the editor with the -AsyncLoadingThread command, the engine uses an asynchronous thread to load and instantiate UObjects. At this point, if the instantiated UObject contains an FData ...

Virtual texture thumbnails appears brighter (incorrect sRGB/gamma) in content browser after asset is loaded

UE - Editor - Dec 9, 2025

This is a regression, it worked correctly up to UE 5.5 but behaves incorrectly in UE 5.6 up to latest. When a regular texture with sRGB enabled is converted to a virtual texture, its thumbnail in t ...

Material Type Toggle Reverts when changing selection

TM - Tools - Dec 8, 2025

Expected Behavior * The Thin material type selection should persist across selection changes.Material state should remain stable and consistently reflect the user’s last saved or applied settings.Sw ...

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

UE - Rendering - Architecture - RHI - 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 ...