Bake Pose is not applied correctly when using LODSettings asset

UE - Anim - Rigging - Jul 16, 2025

The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...

When moving actors to the current level, their label is reset and displayed incorrectly on the Scene Outliner until the next time it is refreshed

UE - Editor - Workflow Systems - Jul 14, 2025

This is a regression, it worked correctly up to UE 5.4, but repros on UE 5.5 and 5.6. Also, this seems related to [Link Removed] ...

Channel Mask Parameter does not correctly pull through the Alpha channel from

UE - Rendering - Architecture - Materials - Jul 8, 2025

The ChannelMaskParameter node in the Material Graph works in most cases, but unusually does not work when extracting the value of the Alpha channel only for Vertex Color input data. ...

Sequencer - When a subsection has negative play rate, any nested sub-subsections fail to evaluate

UE - Anim - Sequencer - Jul 3, 2025

Consider a sequence hierarchy with more than two layers. If the top-level sequence uses a negative timescale on a sub-sequence, the contents inside it animate as expected, but any nested sub-sequenc ...

CPU Lightmass generates different lighting results on a landscape if executed via a commandlet vs through the editor

UE - Graphics Features - Jul 3, 2025

Building lighting via commandlet and via editor are giving different results. To prevent one method from polluting the other via Swarm cache, the cache needs to be cleared in between tests. ...

Incorrect UV coordinates when visualizing mesh painting texutre on Nanite splines

UE - Rendering - Graphics Features - Jun 30, 2025

The UV coordinates for visualizing the mesh painting texture on Nanite spline meshes are not working correctly. This runs the code in the NANITE_VISUALIZE_MESH_PAINT_TEXTURE section in NaniteVisuali ...

Sphere Mask ArgInvHardness missing multiplication

UE - Rendering - Architecture - Materials - Jun 27, 2025

Hi Epic, In MaterialExpressions.cpp UMaterialExpressionSphereMask::Compile(), hardness is not calculated the same way in both <if> conditions. One is missing a multiplication by 0.01f. Specificall ...

Inconsistent results displaying redirectors in the Content Browser

UE - Editor - Applied Usability - Jun 26, 2025

There are also some other issues with the filter. Enabling "Show redirectors" does not update in real time, you have to exit and re-enter the folder. ...

Water Body Custom generates Map Check Warnings

UE - Graphics Tools - Terrain - Water - Jun 26, 2025

From licensee: Water Body Custom Actors generate this warning during Map Check: WaterBodyCustom_UAID_507C6F36B9215C5B02_1871778061 Static mesh actor has NULL StaticMesh property. To reproduce, si ...