ULevelEditorDragDropHandler::PreviewDropObjectsAtCoordinates : Should set proper referencer domain when ContentBundle is active

UE - World Creation - Worldbuilding Tools - World Partition - Aug 21, 2023

ULevelEditorDragDropHandler::PreviewDropObjectsAtCoordinates sets the World as the ReferencingAsset when we should probably set the GameDataAsset for the current active ContentBundle if there is any ...

Hardware Accelerated Video Decoding with DirectX 11 causes videos to render black when loaded in a Media Player

UE - Media Framework - Sep 7, 2023

This is not a regression. Tested in //UE5/Release-5.2 CL26001984. Hardware Accelerated Video Decoding requires DirectX 11, but it appears the combination causes media players to only render a black ...

Local fog volume rotation causes offset issues at high world position values

UE - Graphics Features - May 20, 2024

Local fog volumes have a substantial offset when placed at a far distance from world origin and is then rotated. This was not the case in 5.3 when tested under the same conditions, so this is likely ...

Crash when an empty Anim Composite is attached to a Mesh component of a BP actor in a Level Sequence

zComponent - Archive - Sep 27, 2024

There is a crash that will occur when an empty Anim composite asset is being referenced in the Mesh component attached to a BP actor within a level sequence. Crash also occurs in Live 5.4.4 - not a ...

Niagara Position Mode Unset results in World Space rather than Local Space

UE - Niagara - Apr 16, 2025

When an emitter's Position Mode is Unset, the particles spawn in World Space 0,0,0. This is unexpected. If the Position Mode is Unset in 5.4, the particles remain in Local Space, which is the inten ...

Missing materials on the rear lights and windows of library vehicles

TM - Content - Oct 24, 2025

Reported in SF [Link Removed] The rear light material and window materials on Twinmotion library vehicles are not present on many vehicles in TM 2025.2. Confirmed affected vehicles are in the foll ...

bStaticWhenNotMoveable in Lighting category instead of Physics

UE - Runtime - Character - Oct 24, 2025

"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...

Material Functions are incorrectly listed in the Layer Asset list

UE - Rendering - Architecture - Materials - Feb 3, 2026

Since UE 5.7, Material Functions are included in the Layer Asset list of the Material Layers of an instanced material using material layers. It is also possible to drag and drop Material Functions ...

Crash-Connecting output of unspecified functions to pins on the material result node

UE - Rendering - Architecture - Materials - Dec 6, 2017

Crash-Connecting output of unspecified functions to pins on the material result node. This does occur in Main at CL: 3792526 ...

Cannot key font material for UMG Widget animations

zComponent - Archive - Sep 14, 2023