Unshelving a file from Unreal locks unreal. Killing process leaves the file locked and can't be checked out

UE - Editor - Workflow Systems - Nov 17, 2025

Unreal currently locks any assets that are loaded. Actions such as "revert" from within the editor handle this properly by unloading the asset but unshelving from within the editor does not respect ...

Crash at Skeleton Remapping

UE - Anim - Runtime - Nov 14, 2025

The details are in the EPS : [Link Removed] ...

Input Touch Hold trigger fails to reset, unlike Mouse Hold (using Enhanced Input Context)

UE - Gameplay - Input - Nov 13, 2025

When using the Enhanced Input Context, the Input Touch Hold trigger does not reset correctly after releasing a touch input. Unlike Mouse Hold, which keeps firing Canceled events as expected, Input T ...

Typo in NaniteRasterizer.usf preventing low tessellation mode at distance

UE - Graphics Features - Nanite - Nov 12, 2025

A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...

Ensure triggered inside Range Struct Customization when Property Node is no longer valid (e.g. when editing FFloatRange while FRuntimeFloatCurve editor is visible) [Ref. UE-341339]

UE - Editor - Workflow Systems - Nov 12, 2025

[Link Removed] Closed was fixed by CL 46990575, successfully avoiding an ensure condition inside FIntervalStructCustomization::S ...

Build crash when enabling r.CreateShadersOnLoad=1

UE - Rendering - Architecture - Shaders - Nov 10, 2025

When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...

GAS: FActiveGameplayCueContainer::RemoveCue crash while iterating removals when consecutive Cue tags are conditionally added and the conditional effects removed in ascending order

UE - Gameplay - Gameplay Ability System - Nov 4, 2025

When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...

[AI] Gaps between Nav Mesh tiles in World Partition map causing movement issues

UE - AI - Navigation - Nov 4, 2025

Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...

TOptional value changes in parent BP don't propagate to loaded child BPs

UE - Editor - Workflow Systems - Oct 27, 2025

Context TOptional<T> is a wrapping struct around a type, that lets the property have an set and unset state, in addition to the property's value when set. It is editor exposed: designers can open b ...

Lumen reflections break when the normals don't match the pixel depth information.

UE - Rendering - Graphics Features - Lumen - Oct 23, 2025

Lumen Reflections can leave black spots in chrome materials with strong normals. Also tested on UE 5.5, CL: 41545209 and UE 5.6, CL: 45232827 ...