Skylight Leaking Tint in Reflection

UE - Rendering - 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 ...

[AI] StateTree Category = Input validation doesn't validate child properties

UE - AI - StateTree - Oct 10, 2025

Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...

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

UE - ACT Character - 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 ...

HZB Occlusion causes large stalls on the render thread

UE - Rendering - RHI - Oct 7, 2025

HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...

Vertex color does not work on Skeletal Mesh with Nanite enabled

UE - Rendering - Features - Nanite - Oct 7, 2025

Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes. ...

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 - 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, ...

HZB occlusion is broken on Instanced Stereo

UE - Platform - XR - Oct 2, 2025

Other engine features requiring HZB data (such as per-instance GPU LOD selection occlusion culling or light grid culling) are also impacted regardless of whether r.HZBOcclusion is enabled. ...

OculusOpenXRLoader.build.cs should be part of all InstalledBuild

Tech - BuildOps - Infra - Oct 2, 2025

The OculusOpenXRLoader module is only required on Android but it should be possible to reference it from any project\plugin that doesn't target that platform.  The user that found the problem is ...

Recompiling an ABP that another ABP has a Property Access dependency on without recompiling/linking the other causes a crash

UE - Runtime - Anim BP - Oct 2, 2025

The crash comes from the pointers in FAnimSubsystem_PropertyAccess::Library::Indirections in the layer ABP from pointing to old/invalid functions and properties from the trash ABP_Manny, as they hav ...