Setting a struct bool property (bitfield) to itself writes the wrong value

UE - Framework - Blueprint Compiler - Sep 17, 2025

There's an issue when assigning a bitfield bool to a native bool in Blueprints. Currently, the engine erroneously treats the memory for a local bool as a uint8 bitfield, which is undefined behavior. ...

Nanite Skeletal Meshes Invalidate VSM

UE - Graphics Features - Nanite - Sep 17, 2025

Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes. ...

Controller::OnPossessedPawnChanged broadcasts (Pawn->null) but not (null->Pawn) during AGameModeBase::RestartPlayer()

UE - Gameplay - Sep 17, 2025

Context AController has a blueprint assignable delegate that fires when the possessed pawn changes. This should fire in both singleplayer and networked games. The bug is reproducible in single play ...

Hovering items at bottom right of Content Browser does not display tooltip and causes cursor flicker

UE - Editor - Applied Usability - Sep 17, 2025

When hovering over items located at the bottom right corner of the Content Browser while the Editor is maximized, the tooltip is not displayed. It seems that the tooltip would extend beyond the edge ...

Point light missing issue on PowerVR GE8xxx when GPUScene is enabled

UE - Platform - Mobile - Sep 17, 2025

On PowerVR GE8xxx devices (e.g., GE8320), running with GPUScene enabled on the OpenGL ES path, point/local Lights render nothing or significantly weak result. Withouy GPUScene(UniformView/UBO path), ...

Painted foliage in a level instance can be selected in Foliage mode if the level instance is in main level, and foliage is duplicated if moved.

UE - World Creation - Worldbuilding Tools - Foliage - Sep 16, 2025

Context Foliage Mode is a set of tools that enables you to quickly paint or erase sets of Static Meshes or Actor Foliage. Level Instancing is a level-based workflow designed to improve and streamlin ...

Local Exposure can cause large variations in PreExposure under certain conditions

UE - Graphics Features - Sep 16, 2025

PreExposure is influenced by LocalExposure in PostProcessEyeAdaptation.cpp:1265. It appears when the scene is particularly dark and using manual exposure, the LastAverageLocalExposure can read a lar ...

Custom fallback mesh LODs for Nanite-enabled meshes not working

UE - Graphics Features - Nanite - Sep 15, 2025

Creating a custom fallback mesh with LOD for Nanite-enabled meshes with multiple materials, results in mesh LODs with errors. As the number of material sections (material slots) decreases with coars ...

FBX reimport issue with Interchange Framework

UE - Editor - Content Pipeline - Import and Export - Sep 15, 2025

A licensee has reported that the following repro steps can result in a "Failed to merge bones" error:One of our Skeletal Mesh assets was imported into engine version 5.4 using an older version of th ...

Chooser Table does not support binding Gameplay Tag properties

UE - Anim - Sep 15, 2025

When using Chooser Tables, the Gameplay Tag type cannot be bound through the column header UI. Clicking a column header for a different property (ie: bool or float) correctly shows the binding popup ...