When Adding Custom Bindings, get ensure that "Multiple persistent shared references detected for Sequencer..."

UE - Anim - Sequencer - Nov 17, 2025

Ensure: Error    LogOutputDevice      Ensure condition failed: SequencerRefCount == 1 [Link Removed] [Line: 967]  1. Error    LogOutputDevice      Multiple persistent shared references detected f ...

LevelSequenceActor transform offset for Sequencer lost on value changed

UE - Anim - Sequencer - Nov 17, 2025

Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...

Sequencer causes 3DWidget on BP vectors to snap to Actor when active

UE - Anim - Sequencer - Nov 15, 2025

When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...

Mesh Variation node usage inside macro - lost of material slot name

UE - Anim - Mutable - Nov 14, 2025

When using a mesh variation node within a macro instance script, the material slot name of the input mesh is not transferred. On the generated mesh output, the material slot name is "None" ...

AsyncSaveGameToSlotForLocalPlayer does not properly handle multiple requests

UE - Gameplay - Nov 14, 2025

ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...

Input Touch Hold trigger fails to reset, unlike Mouse Hold (using Enhanced Input Context)

UE - Gameplay - Input - Nov 13, 2025

When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...

Typo in NaniteRasterizer.usf preventing low tessellation mode at distance

UE - Graphics Features - Nanite - Nov 12, 2025

A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...

GetStaticRayTracingGeometries doesn't check if mesh has ray tracing disabled

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

An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...