PIE also rendering in-active / unfocused editor viewport

UE - Rendering - Graphics Features - Nov 28, 2025

In 5.8, after entering PIE, the editor will start doing two SceneRenders per frame. This dramatically drops performance. Presumably this second render is for the inactive / unfocused editor viewport ...

SaveGeneratedTexture2DAsset can crash when overwriting an existing asset

UE - Texture - Nov 28, 2025

SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...

Crash when Live Coding is triggered after engine source edits Blueprints using ChildActorComponent

UE - Framework - Blueprint - Nov 28, 2025

After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...

FBX Import - Morph target normals not correctly applied when imported as LOD 0

UE - Editor - Content Pipeline - FBX - Nov 27, 2025

This is a regression since 5.5 with skeletal meshes where morph target normal/tangent deformation only works when a mesh is imported as a LOD of an existing skeletal mesh, but not when imported as L ...

Translucent Wireframe Materials Exhibit TSR Aliasing/Crawling Due To Incorrect Velocity Rendering When Set to Output Depth And Velocity

UE - Rendering - Graphics Features - Nov 27, 2025

Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...

Enabling the ScriptableToolsFramework plugin causes compile errors in shipping configurations

UE - Graphics Tools - Modeling Tools - Nov 25, 2025

Enabling the ScriptableToolsFramework plugin causes compile errors in shipping configurations. This also applies to any plugins which depend on it, such as the ScriptableToolsEditorMode plugin. Thi ...

Crash when saving after resetting Instanced array element via Property Matrix on placed actors

UE - Editor - Nov 21, 2025

When an Actor Component contains an Instanced UObject array marked EditDefaultsOnly, adding a new element to the Blueprint defaults correctly updates the Blueprint and its own Property Matrix. Howev ...

FInstancedStruct member uproperties are not cached when "Generate Optimized Blueprint Component Data" is enabled

UE - Framework - Blueprint - Nov 18, 2025

A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...

DataAsset blueprints have the wrong NativeClass

UE - Gameplay - Nov 18, 2025

UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...

Iris - Server fails to send client initialization RPCs after seamless travel if the client finishes travelling first

UE - Networking - Iris - Nov 18, 2025

During seamless travel, when a client loads into the destination level it will call APlayerController::ServerNotifyLoadedWorld, including when it finishes the travel before the server. When the serv ...