Post Process Animation Blueprint Crash When Using Blend Node

UE - Anim - Runtime - Anim Blueprints - Sep 24, 2025

When using a Blend node inside a Post Process Animation Blueprint, the editor crashes while rendering thumbnails. The crash occurs because USkeletonThumbnailRenderer attempts to draw a thumbnail wit ...

FKeyHandle internal static atomic counter can overflow on long running games depending on usage pattern

UE - Anim - Sep 24, 2025

Structure FKeyHandle stores an internal index, which is initialized from a static atomic counter in the default constructor: +----- FKeyHandle::FKeyHandle() { | static std::atomic<uint32> LastKey ...

Xcode 26/16.4 Metal Toolchain generates metallib's that are not compatible with iOS 16

UE - Platform - Apple - Sep 23, 2025

Below is the error output from FirstPerson template as a C++ project: {+}../../../FirstPerson58CPP/Content/firstperson58cpp_sf_metal_es3_1_ios-metal_es3_1_ios.0.metallib, 5881486 bytes!2025-09-23 1 ...

Cook Warning "Saving FText which has been initialized from FString" when a user-defined BP structure contains a native C++ struct with an FText

UE - Framework - Blueprint - Sep 23, 2025

Consider a C++ struct containing an FText. Now consider a used-defined BP structure containing that C++ struct. When cooking an asset that references such a user-defined BP structure, the following ...

New folder shortcut (Ctrl+Shift+N) does not work in multi-Content Browser layouts until a folder is manually focused

UE - Editor - Workflow Systems - Sep 23, 2025

In multi–Content Browser layouts, the New Folder shortcut (by default Ctrl+Shift+N) does not work immediately after switching to another Content Browser tab. It appears that the editor does not auto ...

Mutable constant texture variable with ClipUV mask only works with new experimental dynamic variable is connected as well

UE - Anim - Mutable - Sep 22, 2025

We are attempting to use Mutable in 5.6.1 and have encountered an issue which we are not sure how to resolve. The issue occurs when using the ClipWithUVMask node. In short we have a customizable o ...

Changing the scale of a single HISM instance greatly affects the LOD selection of all instances

UE - Rendering - Architecture - Sep 22, 2025

When using ISMs and HISMs, each instance can have its own transform, which can affect the LOD selection of one or more instances. For HISMs in particular, changing the scale of a single instance gre ...

TMap "Categories" meta propagates into structs it shouldn't apply to

UE - Gameplay - Gameplay Tags - Sep 22, 2025

When using TMap with "Categories" meta UPROPERTY tag for gameplay tags, it propagates into structs that it shouldn't reaching into. The expectation is that it would only impact the layer of gameplay ...

When exporting static meshes with bExportSourceMesh enabled, there is a problem where all UVs are fragmented.

UE - Editor - Content Pipeline - Import and Export - Sep 22, 2025

From customer: "In the StaticMesh Export option, when bExportSourceMesh is set to True, exporting StaticMesh Assets and importing them into DDC tools such as 3dsMax or Maya results in the UVs being ...

Revision Control > View Changes: Request for direct navigation from the Content Browser assets right-click menus to View Changes

UE - Editor - Workflow Systems - Sep 22, 2025

Right-clicking any object (Assets or ExternalActors) in ViewChanges allows selection. Conversely, using Source Control > View Changes from an Actor's right-click menu in the Outliner navigates to Vi ...