PCG: Unable to use Attribute property overrides to target nested struct properties, such as BodyInstance.CollisionProfileName due to how it's validated in PCGMeshSelectorByAttribute.cpp

UE - World Creation - Procedural Tools - PCG Workflow - Jun 17, 2025

Context: Static Mesh Spawner is used to spawn one static mesh per point in the provided point data. PCGMeshSelectorByAttribute is used to select an entry based on an attribute present on the mesh. ...

Water is missing or appears in wrong places due to incorrectly rendered WaterInfoTexture.

UE - Graphics Features - Jun 16, 2025

Water is missing, appears in strange blocks, or appears in wrong places due to incorrectly rendered WaterInfoTexture. The WaterInfoTexture is part of the WaterZone actor. ...

bIgnoreAllPressedKeysUntilReleaseOnRebuild in Enhanced Input behaves unexpectedly during pawn possession

UE - Gameplay - Input - Jun 11, 2025

This is a speculative bug report from the user.  The fix for this is to re-do the work of 31224705 but in a better way. The "bShouldBeIgnored" flag is being overriden by the previous mapping's va ...

In editor, sub level instance's streaming state persists incorrectly after toggling Level Behavior without saving

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 11, 2025

When adding a sub level with world partition streaming to a main level where the streaming is also enabled, setting* Level Behavior* of the sub level to Standalone, and saving the result, in the fir ...

Static lights become stationary after toggling visiblity of level in packaged build

UE - Graphics Features - Jun 11, 2025

In 5.5, there is a regression with baked lighting where static lights become stationary lights when a level is hidden and then made visible again. This happens in packaged builds and shows up as sta ...

Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder name.

UE - World Creation - Worldbuilding Tools - Jun 10, 2025

Copying a Folder that contains the space character from the Outliner does not enclose the Folder name on Double Quotes. Because of that, later Pasting will only handle the first word of the Folder n ...

Dynamically Spawned Level Instance Actors do not have their sub actors world partition stream in PIE starting level

UE - World Creation - Worldbuilding Tools - Level Instances - Jun 10, 2025

We are building levels where we spawn in Level Instance actors at runtime that have World Partition enabled into a Persistent level that also has World Partition enabled. What we have noticed though ...

Incorrect NiagaraSystem passed to KillUnusedComponents in ReclaimWorldParticleSystem

UE - Niagara - Jun 10, 2025

In UNiagaraComponentPool::ReclaimWorldParticleSystem, the cleanup loop for WorldParticleSystemPools calls KillUnusedComponents with the reclaimed component's NiagaraSystem (Asset) instead of the sys ...

Skeletal mesh to which the AnimationBudgetAllocator registered in the animation track is applied does not play the initial frame animation

UE - Anim - Runtime - Jun 10, 2025

This issue occurs when “Auto Register with Budget Allocator” is enabled for the skeletal mesh. Unchecking “Auto Register with Budget Allocator” seems to resolve the issue. Adding the following to th ...

Editor vs Runtime: Inconsistent data layer behavior when attaching actors

UE - World Creation - Worldbuilding Tools - World Partition - Jun 5, 2025

In editor, data layer system respects the data layer settings for each actor, but at runtime, the condition check is made collectively for each actor cluster, resulting in differences in behavior. ...