Move SAnimTimeline, SAnimTrackArea, and SAnimTrack to public API

UE - Runtime - Animation - Sep 14, 2025

I wanted to be able to make use of the same widgets the AnimSequence uses for its timeline with play/pause, rewind, etc. However I discovered this was all in private folders in the Persona plugin. ...

BP Debugger: Unable to inspect debug data for ForEachLoop ArrayElement, Array_Get and Break Struct output pins

UE - Framework - Blueprint - Aug 26, 2025

Context The blueprint debugger allows you to trigger breakpoints and inspect the current state of variables, both member variables, local variables and persistent UberGraph variables. Problem The ...

Sub-world partitions do not properly handle partial editor loading as world partition standalone level instances' spatially loaded actors do not get loaded even when the Level Instance is force loaded or loaded in by region.

UE - Engine Scaling - Streaming - World Partition - Aug 19, 2025

Context Level Instancing is a level-based workflow designed to improve and streamline the level editing experience. In a standalone Level Behavior, when the Level Instance Actor is loaded through it ...

HighResShot Alpha always 255

UE - Rendering - Features - Aug 15, 2025

Expected behavior is that screenshot alpha should be 0 for pixels that did not have anything rendered into them. ...

ACineCameraAttachMount's "Target Actor" constraint does not work with Spawnables or Replaceables in Sequencer

UE - CAPT - Tools - Virtual Camera - Aug 12, 2025

Constraints (UTickableConstraint) are usually created throuh the "Animation" tab available in the Editor's "Animation Mode". When created through that interface while Sequencer is open, the internal ...

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

UE - Engine Scaling - Streaming - 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. ...

NavMesh generation should not care for Actors that are hidden in the Editor.

UE - Runtime - Character - Aug 5, 2025

The problem is that the Cube is still loaded but "HiddenEd". It's AActor::bHiddenEdLayer property is set to true by the WorldPartition System. The Actor is dirty which makes the WP system pin it (wo ...

Crash when displaying lumencards on map with many objects

UE - Rendering - 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 ...

Windowed game window can restore to the wrong size due to DPI Awareness is configured after setting initial window size

UE - Rendering - Features - Jul 31, 2025

If in use, DPI Awareness is set after the initial window size is set. For a Windowed window, the settings are unable to restore the prior resolution settings on an application restart due to the pr ...

Unloading a World Partition region during nested Level Instance inline editing prevents exiting editing mode

UE - Engine Scaling - Streaming - 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 ...