Static Mesh Contact Shadows still render when all LOD sections have Cast Shadows dissabled

UE - Rendering - Graphics Features - Oct 30, 2025

When the cast shadow checkbox is disabled for all sections that make up a static mesh the main shadow is no longer rendered but the contact shadow does not respect the instruction to disable shadows ...

World-Space widgets don't cast whadows when using VSM

UE - Rendering - Graphics Features - Shadows - Oct 29, 2025

When using Virtual Shadow Maps (VSM), widgets placed in world space do not cast any shadows. The same widgets correctly cast shadows when the Shadow Method is set to Shadow Maps instead of VSM. ...

Point Lights Invlidate Virtual Shadow Map Cache when at a distance from attenuation radius

UE - Rendering - Graphics Features - Oct 28, 2025

When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...

Niagara crash when using a particle attribute reader that has been passed around between modules

UE - Niagara - Oct 28, 2025

The following Niagara usage pattern results in either a crash or in incorrect data being read from a Particle Attribute Reader: Emitter Spawn Stage – A module has an Attribute Reader input specifie ...

World Partition view has different orientation compared to top-down orthographic view

UE - World Creation - Worldbuilding Tools - World Partition - Oct 27, 2025

Orthographic viewport orientations were re-worked as part of the effort to align UE's editing experience with other industry-standard DCC tools. The World Partition view is still using the legacy o ...

TOptional value changes in parent BP don't propagate to loaded child BPs

UE - Editor - Workflow Systems - Oct 27, 2025

Context TOptional<T> is a wrapping struct around a type, that lets the property have an set and unset state, in addition to the property's value when set. It is editor exposed: designers can open b ...

Control Rig - Undo doesn't function correctly with proxy and multi bone controls

UE - Anim - Rigging - Control Rig - Oct 26, 2025

Issue from my Technical Animator where the undo operation in Control Rig doesn't work as expected on Proxy Controls. He has recreated the issue using the "Control Rig Samples Pack" and recorded a vi ...

Snap to nearest spline point no longer working in 5.6. Right clicking on a spline point and using the option “Snap to nearest spline point" will no longer snap that point to any nearby spline and will sometimes cause the spline to snap to itself.

UE - Gameplay - Oct 22, 2025

Context: When editing SplineComponents in the level viewport, right clicking a spline point has a context menu action "Snap to nearest spline point". Problem: The problem is, Snap to nearest spline ...

Child actor components fail to attach in cooked builds when mobility is set to movable and end up at the origin

UE - Gameplay - Oct 21, 2025

Context: A Child Actor Component allows an actor in Unreal Engine to contain another actor as its child (component). Problem: The problem is inconsistent handling of child actor component mobility ...

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 ...