Changing MaterialQualityLevel causes a crash due to a ShaderMap mismatch in UniformExpressionCache

UE - Rendering - Architecture - Materials - Nov 26, 2025

A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...

Landscape visualizers don't work on nanite landscape

UE - Graphics Tools - Terrain - Nov 24, 2025

Landscape visualizers do not work on Nanite Landscapes. Also tested in //UE5/Main/, CL: 48569009 The licensee has provided a patch file with a potential fix. ...

[AI] Unable to bind to parameter properties when using a Soft Object Reference

UE - AI - StateTree - Nov 21, 2025

Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...

same PhysicsAsset refresh multi times when modify multi SkeletalBodySetup properties in same PhysAsset

UE - Simulation - Gameplay - Nov 20, 2025

USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...

Controller Mapping/Unmapping on some platforms is not ideal for local multiplayer

UE - Gameplay - Input - Nov 19, 2025

[Link Removed] The workaround is as I posted in the UDN, to override the viewport client or to make a custom slate input mapping to change this behavior. But, there is a bug with that unmapping/l ...

Inline retargeting gives different output pose vs retargeting from mesh

UE - Anim - Rigging - Retargeting - Nov 19, 2025

When we perform a retarget from an input pose rather than another mesh, the transforms within the anim bp have already been conformed to the target mesh by translational retargeting and compatible s ...

[AI] SmartObjectPersistentCollection produces errors during Map Validation

UE - AI - SmartObject - Nov 18, 2025

SmartObjectPersistentCollection in 5.6 and later now give errors when the map validator runs due to referencing spatially loaded actors. This was working per licensee in 5.5. There was a change from ...

Motion warping doesn't enable if a target is added on frames subsequent to the start of the warp notify

UE - Anim - Gameplay - Nov 18, 2025

The issue is that URootMotionModifier_Warp::Update will disable the warp if there is no target found for it. But there's no functionality to turn the warp back on if a target is then set on a later ...

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 ...

FBX Export - Skeletal Meshes created in Unreal with only a root bone do not export correctly

UE - Editor - Content Pipeline - Import and Export - Nov 17, 2025