ULocalPlayerSaveGame::IsSaveInProgress always returns true after a save completes

UE - Framework - Jul 31, 2025

ULocalPlayerSaveGame::IsSaveInProgress always returns true after the first save is requested. This is due to the return statement checking if either an error has yet to be reported or a success has ...

Nanite Mesh Dither Opacity Mask Not Working in 5.6.0

UE - Graphics Features - Nanite - Jul 30, 2025

In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...

UPoseSearchDatabase::SynchronizeWithExternalDependencies re-adds existing DB assets that don't have branch in notifies

UE - Anim - Gameplay - Jul 25, 2025

If we have PSDs that contain assets that were added manually to the database and also others that were added via branch in notifies then SynchronizeWithExternalDependencies will remove and re-add th ...

VALIDATE_UNIFORM_BUFFER_LIFETIME fails compilation

UE - Graphics Features - Jul 24, 2025

Also verified on Release-5.5.4 CL 40574608 ...

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. ...

Cascade Shadow Map octree not handling new max world size

UE - Graphics Features - Jul 21, 2025

Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...

UE5.6+ - Mutable - IDPrefix crash when combining Child Objects, Add to Mesh Component and Extend Mesh Section.

UE - Anim - Mutable - Jul 21, 2025

So the issue seems to be a combination of Add To Mesh Component and Extend Mesh Section. I've tried this in Epic Launcher 5.6, 5.6 in-house modified engine as well as ue5-main 5.7 from git (editor ...

Regression with RecomputeTangents on SkeletalMeshes in 5.6

UE - Graphics Features - Jul 21, 2025

Licensee noticed a regression in 5.6 where the non-masked recompute tangents option doesn't work anymore. The option is called "Enabled with no mask" in 5.6 but "All" in 5.5. Under the hood, this se ...

UMaterialFunctionInterface not being tagged as BlueprintType makes some editor scripting scenarios difficult

UE - Rendering Architecture - Materials - Jul 21, 2025

UMaterialInterface is BlueprintType, but UMaterialFunctionInterface is not. This makes it difficult to port some BP logic that works with materials to the material layer system. Crystal Dynamics wou ...