Interaction between sublevels and LevelSequences can break actors attachments hierarchy of the sublevel.

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

Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...

DataLayer: Duplication a GroupActor is broken

UE - World Creation - Worldbuilding Tools - Data Layers - Aug 5, 2025

The result of the duplication operation is that the Actors in the new group are part of the DataLayer but the new GroupActor is not.  ...

SSR doesn't reflect Skydome Mesh/Material correctly in Vulkan mobile preview

UE - Platform - Mobile - Aug 4, 2025

5.6[Image Removed] 5.5[Image Removed][Link Removed] ...

SkinWeightsAsVertexMask in DeformerGraph does not respect SkinWeightProfile

UE - Anim - Rigging - Deformer - Aug 1, 2025

The WeightBuffer passed to the shader does not reflect the SkinWeightProfile. The work around is : void FOptimusSkinWeightsAsVertexMaskDataProviderProxy::GatherDispatchData(FDispatchData const& In ...

Crash when displaying lumencards on map with many objects

UE - Rendering - Graphics Features - Lumen - Aug 1, 2025

There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...

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

UE - Rendering - 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 ...

Mutable RemoveMesh node with data from DataTable

UE - Anim - Mutable - Jul 28, 2025

Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...

Copy-pasting custom property nodes (ControRig etc.) results in invalid bindings, perf issues

UE - Anim - Rigging - Control Rig - Jul 28, 2025

From this UDN: [Link Removed] Suggested fix:Override PostPasteNode to perform the GUID update andAdd validation on load to strip 'invalid' copies that do not correspond to a valid pin input ...

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 ...