Snap to nearest spline point no longer working in 5.6. Right clicking on a spline point and using the option “Snap to nearest spline point" will no longer snap that point to any nearby spline and will sometimes cause the spline to snap to itself.

UE - Gameplay - Oct 22, 2025

Context: When editing SplineComponents in the level viewport, right clicking a spline point has a context menu action "Snap to nearest spline point". Problem: The problem is, Snap to nearest spline ...

Mover character no longer calls ProduceInput on server when the only client unpossesses it and disconnects

UE - Gameplay - Player Movement - Mover - Oct 21, 2025

When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will ...

Material Instance Platform Stats don't update when Material Layer parameters are changed

UE - Rendering - Architecture - Materials - Oct 14, 2025

The instruction count appears to update properly if the whole asset editor is closed and reopened. ...

Skylight Leaking Tint in Reflection

UE - Rendering - Graphics Features - Oct 10, 2025

From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...

HZB Occlusion causes large stalls on the render thread

UE - Rendering - Architecture - RHI - Oct 7, 2025

HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...

Landscape Textures Patches issue when using "Texture Backed Render Target" as the Height Patch Source Mode where Landscape patches are not applying properly the first time a level is opened after restart

UE - Graphics Tools - Terrain - Landscape - Oct 6, 2025

Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...

HZB occlusion is broken on Instanced Stereo

UE - Platform - XR - Oct 2, 2025

Other engine features requiring HZB data (such as per-instance GPU LOD selection occlusion culling or light grid culling) are also impacted regardless of whether r.HZBOcclusion is enabled. ...

Values for InitialOnly replicated arrays can fail to be captured in replay when removed and re-added between checkpoints

UE - Networking - Oct 2, 2025

When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...

Iris - actors spawned/loaded before a connection exists will not use delta compression

UE - Networking - Iris - Sep 24, 2025

FDeltaCompressionBaselineManager::CreateBaseline will return early if the object has an invalid ObjectInfoIndex, which is allocated in FDeltaCompressionBaselineManager::UpdateScope (by calling FDelt ...