Intermittent Content is Missing from Cook errors for objects with Niagara packages

UE - Niagara - Oct 15, 2025

Intermittently when cooking large licensee projects, an error is reported at the end of the cook:LogCook: Error: Content is missing from cook. Source package referenced an object in target package b ...

Extend Worldpartition Editor Grid Widget

UE - World Creation - Worldbuilding Tools - World Partition - Oct 14, 2025

Licensees are looking into ways of adding visualizations to the editor worldpartition grid widget. In one example case, just adding some lines to show which parts of the wp minimap belong to which s ...

Lightmass CalculatePointShadowing regression in UE5.6

UE - Graphics Features - Oct 14, 2025

There is a regression or change in the Build Lighting process when using Lightmass in Unreal Engine 5.6:When building lighting with Lightmass calling the CalculatePointShadowing function, the result ...

Property "GameFeatureData.PrimaryAssetTypesToScan.Directories" should be tagged with "ForceShowPluginContent"

UE - Foundation - Oct 11, 2025

When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...

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 ...

When exporting from a level sequence, the LOD for the bones is based on the camera distance, instead of using LOD0

UE - Anim - Sequencer - Oct 9, 2025

When exporting a level sequence to an animation sequence, the bones used will be based on the LOD for the current camera location, instead of exporting LOD0. This is very noticable if you pull the ...

APT copies only one CSV from GauntletTemp even if multiple perf sequences are run

UE - Platform - APT - Oct 8, 2025

Reported by a licensee - separate CSVs from different perf sequences that are in one go are not picked up upon completion. ...

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" ...

Incorrect Lumen Scene direct lighting when objects behind masked landscape

UE - Rendering - Graphics Features - Lumen - Oct 5, 2025

When objects are placed behind or beneath a masked landscape and r.Lumen.HardwareRayTracing.SurfaceCacheAlphaMasking is enabled, the direct light evaluation is incorrect. There are two workarounds, ...