Inconsistent Nanite raster bin debug visualisation colors

UE - Graphics Features - Nanite - Oct 20, 2025

The raster bin debug colors are not always consistent when a static mesh and spline mesh are present ...

Reimporting of skeletal mesh results in a scrambled skeletal mesh

UE - Editor - Content Pipeline - Import and Export - Oct 17, 2025

When we reimport our skeletal meshes with updated FBXs, the resulting skeletal mesh is scrambled up. See Scrambled.jpg attached. This does not affect every single reimport but happens randomly. W ...

Right eye looks worse than left with Deferred

UE - Platform - XR - Oct 16, 2025

[Interchange] FBX - Front Facing X-Axis and Flipped Bone Orientation During Animation

UE - Anim - Runtime - Oct 15, 2025

Actors attached to a skeleton imported through a FBX file with the Front Facing X-Axis option enabled are flipped when the skeleton is animated. ...

Intermittent Content is Missing from Cook errors for objects with Niagara packages

UE - Niagara - Oct 15, 2025

Intermittently when cooking large licensee projects, an error is reported at the end of the cook:LogCook: Error: Content is missing from cook. Source package referenced an object in target package b ...

Material Instance Platform Stats don't update when Material Layer parameters are changed

UE - Rendering Architecture - Materials - Oct 14, 2025

The instruction count appears to update properly if the whole asset editor is closed and reopened. ...

Extend Worldpartition Editor Grid Widget

UE - World Creation - Worldbuilding Tools - World Partition - Oct 14, 2025

Licensees are looking into ways of adding visualizations to the editor worldpartition grid widget. In one example case, just adding some lines to show which parts of the wp minimap belong to which s ...

Smart Link inactive by default when NavLink is a ChildActor

UE - AI - Navigation - Oct 14, 2025

When placing a NavLinkProxy in ChildActor, the link is not enabled by default. In this situation, setting SetSmartLinkEnabled to true does not establish the connection. You must first set it to fal ...

Lightmass CalculatePointShadowing regression in UE5.6

UE - Graphics Features - Oct 14, 2025

There is a regression or change in the Build Lighting process when using Lightmass in Unreal Engine 5.6:When building lighting with Lightmass calling the CalculatePointShadowing function, the result ...