Typo in "BaseEditorSettings.ini": under section [/Script/UnrealEd.ContentBrowserSettings], key "DisplayPluginFolder" (singular) should read "DisplayPluginFolders" (plural).

UE - Editor - Oct 11, 2025

File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...

[AI] StateTree Category = Input validation doesn't validate child properties

UE - AI - StateTree - Oct 10, 2025

Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...

Ensure triggered in FBoundsCacheElement::GetValue when adding ISM instances in Construction Script

UE - AI - Oct 8, 2025

An ensure is triggered in FBoundsCacheElement::GetValue when adding instances to an InstancedStaticMeshComponent inside a Blueprint’s Construction Script. This occurs when the ISM component is navig ...

CppCompileWarningSettings.NonInlinedGenCppWarningLevel messages should contain Warning\Error

UE - Core - Cpp Tools - UnrealBuildTool - Oct 8, 2025

The messages emitted when CppCompileWarningSettings.NonInlinedGenCppWarningLevel is set to Warning\Error should contain the literal so the tools pick them up and react accordingly. From the EPS c ...

Crash at compile time when using a VariableSet node with a local variable created by pasting a private property

UE - Framework - Blueprint - Oct 7, 2025

When a property is created in this way, a local variable with a Private flag is generated. Since such a variable is generally not desirable, it would be better to remove the Private flag upon pastin ...

[Material Substitution] Missing Material IDs in exported CSV in 2025.2

TM - Interoperability - Oct 7, 2025

Reported in SF [Link Removed] When exporting material IDs in 2025.2, downloaded materials appear to be missing from the exported CSV. In 2025.2, it appears that only local materials are included i ...

Vertex color does not work on Skeletal Mesh with Nanite enabled

UE - Rendering - Features - Nanite - Oct 7, 2025

Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes. ...

Landscape Textures Patches issue when using "Texture Backed Render Target" as the Height Patch Source Mode where Landscape patches are not applying properly the first time a level is opened after restart

UE - Graphics Tools - Terrain - Landscape - Oct 6, 2025

Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...

Long load time for files with large numbers of trees in 2025.2

TM - Core - Oct 6, 2025

Reported in SF [Link Removed] User reports that multiple files with large amounts of trees take substantially longer to load in TM 2025.2 compared to 2025.1.1. Confirmed with one of the user's fil ...

Import then cancel while file is read leads to potential crash

TM - Interoperability - Oct 6, 2025

1/ Import a file with mootools such as an fbx 2/ while the file is still read, cancel the import Result : may crash few times after (when theoretically the file has finished being read) - not repr ...