Mover Spawning and teleport issues related to World::EncroachingBlockingGeometry and CharacterMesh collision

UE - Gameplay - Player Movement - Mover - Jul 30, 2025

Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover.  ...

Hardware Raytracing on Lumen can cause a crash on AMD Radeon GPUs

UE - Graphics Features - Lumen - Jul 29, 2025

Hardware Raytracing support can cause a crash on AMD Radeon GPUs when creating the RT pipeline state. ...

Unloading a World Partition region during nested Level Instance inline editing prevents exiting editing mode

UE - World Creation - Worldbuilding Tools - Level Instances - Jul 28, 2025

In the case of a single-layer Level Instance, actors are still referenced even when the region is unloaded. However, in the case of nested Level Instances, the level being edited is discarded when t ...

Restoring AnimInstance fails when ControlRig and Motion tracks are consecutive in sequencer

UE - Anim - Anim in Engine - Jul 27, 2025

In the Sequencer, Control Rig and Animation tracks are placed consecutively. During the transition, the Animation track captures the AnimInstance state before the ControlRig track's RestoreState is ...

Merge Actor - Approximate Actors algorithm is using Mesh Description directly rather than the Nanite parameters

UE - World Creation - Worldbuilding Tools - Merge Actor - Jul 25, 2025

In an ideal world, all mesh merge algorithms should have the option to use as input one of the followingRender mesh (non-nanite) (+ the option to target a specific LOD)Mesh Description (+ the option ...

Nanite Landscapes in Non world partition maps has missing sections

UE - Graphics Tools - Terrain - Landscape - Jul 23, 2025

Nanite in non world partition worlds builds with missing section, almost half the landscape is missing. Looking at the nanite overdraw as attached, it shows an interesting pattern. ...

heterogeneous volumes SkyLight VolScatter Intensity not working

UE - Niagara - Rendering - Jul 23, 2025

Heterogeneous Volumes do not respect the Volumetric Scattering Intensity values when running with Lumen, but do (correctly) when rendering with the Path Tracer. ...

Custom Primitive Data color widget not applying correctly to static mesh components in Blueprint editor.

UE - Rendering Architecture - Materials - Jul 23, 2025

Context Custom Primitive Data is used to store custom data in an index array that is accessible through Blueprint and code. This allows for variations across instances of the same mesh without needi ...

Farfield shadow in lumen scene

UE - Graphics Features - Jul 21, 2025

Shadows in the Lumen Scene from Lumen's Direct Lighting do not match the world when in the Lumen Far Field. This leads to shadows where there should not be any, and missing shadows where there shou ...

When exporting a level sequence (with its associated level) to USD, the asset paths for the reference are different from 5.5 and older

UE - Editor - Content Pipeline - USD - Jul 21, 2025

In 5.6, a referenced asset path looks something like         prepend references = @../../../../../Data/USD/Exports/FN-Main/ExportFolder/Assets/Sphere.usda@ instead of         prepend references = ...