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

UE - Runtime - Character - Jul 30, 2025

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

Specular Scale 0 on Light still affects Groom asset

UE - Rendering - Architecture - Jul 30, 2025

When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change.  ...

SynchronizeWithExternalDependencies can cause soft lock with Pose Search DDC tasks during cook

UE - MVF Character - Animation - Jul 25, 2025

SynchronizeWithExternalDependencies will call Modify on the Pose Search Database when the database has changed. This will call FAsyncPoseSearchDatabasesManagement::OnObjectModified which in turn ma ...

UWorldPartitionSubsystem::IsStreamingCompleted returning the wrong query result when all cells and actors in location are in DataLayers

UE - Engine Scaling - Streaming - World Partition - Jul 24, 2025

Context: Data Layers is a system within World Partition used to organize Actors both in the Editor and at runtime. It allows for the user to dynamically load and unload layers in the Editor to help ...

ULevelSequence trying to duplicate a REINST_ class when creating new custom binding in ConvertOldSpawnables()

UE - Framework - Blueprint Compiler - Jul 23, 2025

The assert that we're hitting is:Cannot replace existing object of a different class.  New Object: /Engine/Transient.REINST_BPC_NPC_VFX_C_230 /Game/Maps/[REDACTED]/Levels/[REDACTED]/LevelSequence/ ...

Cascade Shadow Map octree not handling new max world size

UE - Rendering - 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. ...

Soft angular constraints solve velocity like hard constraints

UE - Runtime - Simulation - Jul 17, 2025

Soft angular constraints are solving velocity like hard constraints. Instead of swinging back and forth, the affected body just snaps to 45 degrees. Check the steps to reproduce for more details. Th ...

Offset Root Bone Node needs reconstruction from velocities

UE - Runtime - Animation - Jul 16, 2025

The experimental Offset Root Bone node does not respect velocities, meaning that it does not work when a character is based on a moving platform. The capsule will rotate with the platform, but the r ...

[Level Instances] Editor Actor Folders does a full refresh after any LI is loaded, leading to wasted time when bulk loading LIs for a given WP region load

UE - Engine Scaling - Streaming - Level Instances - Jun 26, 2025

From Licensee: We discovered a pretty big performance hit in editor when loading level instances for a world partition map, specifically: EditorActorFolders.cpp:FActorFolders::OnAllLevelsChanged() ...

[AI] Crash when gathering heightfield geometry on worker thread

UE - Runtime - Character - Jun 25, 2025

From the body of the ticket: We aim to do as much of the work off the game thread as possible to avoid impacting frame rate. We've recently found a crash during collection of the geometry slices fr ...