Values for InitialOnly replicated arrays can fail to be captured in replay when removed and re-added between checkpoints

UE - Networking - Oct 2, 2025

When the first checkpoint is recorded, the correct array properties will be captured in the LifetimeChangelist. When these array items are later removed and another property on the actor is changed, ...

OculusOpenXRLoader.build.cs should be part of all InstalledBuild

UE - Foundation - Build - Rocket (Installed Engine) - Oct 2, 2025

The OculusOpenXRLoader module is only required on Android but it should be possible to reference it from any project\plugin that doesn't target that platform.  The user that found the problem is ...

Recompiling an ABP that another ABP has a Property Access dependency on without recompiling/linking the other causes a crash

UE - Anim - Runtime - Anim Blueprints - Oct 2, 2025

The crash comes from the pointers in FAnimSubsystem_PropertyAccess::Library::Indirections in the layer ABP from pointing to old/invalid functions and properties from the trash ABP_Manny, as they hav ...

Failed to generate Nanite data for mesh with bDoFastBuild enabled

UE - Graphics Features - Nanite - Oct 1, 2025

If "bDoFastBuild" is enabled on a Static Mesh asset, in-editor it will never be able to have Nanite data built for it, preventing the Static Mesh from using Nanite. There is no way to fix this issu ...

Update LookupProxy chooser evaluation to work with soft object references.

UE - Anim - Gameplay - Oct 1, 2025

Soft object references in proxy tables, when evaluated return a nullptr, instead of the soft object reference to load. ...

FNiagaraScalabilityManager incorrectly reactivates a NiagaraComponent that was deactivated by runtime user code

UE - Niagara - Scalability - Oct 1, 2025

Context: The Niagara System is the primary tool to do visual effects inside Unreal. Niagara systems can be culled due to distance. Problem: Once a deactivated Niagara System is culled due to distan ...

Performance issue with the material dock

TM - Tools - Oct 1, 2025

See video. Tested on 2025.2  In a project where you have a lot of materials, it take a long time to open the material dock. Here around 20 seconds. And that's at each time you want to enter it. Y ...

Shader Complexity View not working in Deferred Mobile Preview

UE - Platform - Mobile - Sep 30, 2025

Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...

Pathtracer - Odd results from any material adjusting normals to complement world position changes

UE - Graphics Features - Path Tracer - Sep 30, 2025

Someone on the forums is reporting a possible bug with Pathtracer and any material that adjusts normals to complement world position changes. See pic attached. Reporting forum thread:https://foru ...