Slow editor/PIE loading of UWorldPartitionHLODSourceActorsFromCell

UE - World Creation - Worldbuilding Tools - World Partition - Aug 22, 2025

Loading UWorldPartitionHLODSourceActorsFromCell takes a lot of time in editor + PIE when it contains a lot of actors per UWorldPartitionHLODSourceActorsFromCell (between 2K and 2K actors). ...

Slate text layout AllowPerCharacterWrapping issue

UE - Editor - UI Systems - Slate - Aug 21, 2025

Customer-reported bug in TextLayout (AllowPerCharacterWrapping): Issue seems tied to bHasTrailingText handling in TextLayout.cpp (~line 694). The remainder handling after wrap inserts an extra break ...

Missing PSO Precaches in the engine

UE - Rendering - Architecture - RHI - Aug 20, 2025

A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...

Physics Mover: AI movement and collisions can cause sharp increase in velocity

UE - Gameplay - Player Movement - Mover - Aug 19, 2025

A pawn using the physics mover and using AI movement can sometimes gain an ton of velocity quickly upon colliding with another physics object. It seems to fix it self and revert back to it's origina ...

Sub-world partitions do not properly handle partial editor loading as world partition standalone level instances' spatially loaded actors do not get loaded even when the Level Instance is force loaded or loaded in by region.

UE - World Creation - Worldbuilding Tools - World Partition - Aug 19, 2025

Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...

bIncludeComponentLocationIntoBounds breaks bounds calculations

UE - Runtime - Animation - Aug 13, 2025

Bounds generation when bIncludeComponentLocationIntoBounds is active is broken. Both the calculation of the local bounds and the world bounds are incorrect (see screenshot). When that flag is acti ...

Lumen Card Sharing is active on material with custom primitive data

UE - Rendering - Graphics Features - Lumen - Aug 13, 2025

The wrong emissive value may be used on Nanite objects with custom primitive data when Lumen card sharing is enabled. This issue can be mitigated with: r.LumenScene.SurfaceCache.AllowCardSharing 0 ...

AnimToTexture vertex animation stutters on looping frame

UE - Characters - Animation - Aug 8, 2025

The AnimToTexture plugin generates an animated texture that results in a stutter when the animation loops. This looks to be related to the code in UAnimToTextureBPLibrary::AnimationToTexture which ...

Copying Gameplay Tag Queries uses paths of instanced objects.

UE - Gameplay - Gameplay Ability System - Aug 8, 2025

Copying Gameplay Tag Queries (FGameplayTagQuery) in the editor uses transient instanced object paths, so will no longer be valid when the data is unloaded, making it difficult to save or share queri ...

ULevelInstanceSubsystem::CreateLevelInstanceFrom() is not honoring parameters bAlwaysShowDialog and LevelPackageName

UE - World Creation - Worldbuilding Tools - Level Instances - Aug 6, 2025

A Level Instance or Packed Level Actor can be created through editor scripting by using function ULevelInstanceSubsystem::CreateLevelInstanceFrom(), which receives parameters packed in the FNewLevel ...