Interaction between sublevels and LevelSequences can break actors attachments hierarchy of the sublevel.

UE - World Creation - Worldbuilding Tools - Aug 6, 2025

Having a LevelSequence opened and unhiding a sublevel can break the attachment hierarchy of the actors that are inside the sublevel. This also affects to the sublevel asset itself. ...

DataLayer: Duplication a GroupActor is broken

UE - World Creation - Worldbuilding Tools - Data Layers - Aug 5, 2025

The result of the duplication operation is that the Actors in the new group are part of the DataLayer but the new GroupActor is not.  ...

Environment Query System (EQS): EnvQuery runtime template object can be created with a non-unique name, corrupting the EnvQueryManager cache

UE - AI - Aug 5, 2025

On file [Engine\Source\Runtime\AIModule\Private\EnvironmentQuery\EnvQueryManager.cpp:812], function UEnvQueryManager::CreateQueryInstance() uses StaticDuplicateObject() to create a new UEnvQuery* (d ...

SSR doesn't reflect Skydome Mesh/Material correctly in Vulkan mobile preview

UE - Platform - Mobile - Aug 4, 2025

5.6[Image Removed] 5.5[Image Removed][Link Removed] ...

LiveCoding fails when DynamicDebugging is enabled

UE - Foundation - Cpp Tools - Live Coding - Aug 4, 2025

If DynamicDebugging is enabled, the output extension in the LiveCoding manifest is ".alt.dll", but the actual built DLL does not include ".alt" in its name. This mismatch causes an error. ...

EncompassesPoint always returns fase on ANavMeshBoundsVolume due to missing BodyInstance

UE - AI - Aug 3, 2025

When calling EncompassesPoint on an ANavMeshBoundsVolume, the method always returns false even if the target point is clearly within the visible volume bounds. This occurs because AVolume::Encompas ...

SkinWeightsAsVertexMask in DeformerGraph does not respect SkinWeightProfile

UE - Anim - Rigging - Deformer - Aug 1, 2025

The WeightBuffer passed to the shader does not reflect the SkinWeightProfile. The work around is : void FOptimusSkinWeightsAsVertexMaskDataProviderProxy::GatherDispatchData(FDispatchData const& In ...

start/end state notify events can be sent every frame on dedicated server builds

UE - Anim - Gameplay - Aug 1, 2025

The problem is that UCharacterMovementComponent::MoveAutonomous can tick the anim instance and dispatch notifies outside of the regular skeletal mesh component tick. But when MoveAutonomous calls T ...

Crash when displaying lumencards on map with many objects

UE - Graphics Features - Lumen - Aug 1, 2025

There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...

Anamorphic Squeeze Factor causes a blocky Depth of Field issue on AMD Hardware

UE - Graphics Features - Jul 30, 2025

When using the Anamorphic Squeeze Factor on a camera on AMD RDNA3 and RDNA4 hardware, blocking artefacts may be seen depending on the extent of the blur. The peripheries of the viewport appear to be ...