GAS: FActiveGameplayCueContainer::RemoveCue crash while iterating removals when consecutive Cue tags are conditionally added and the conditional effects removed in ascending order

UE - Gameplay - Gameplay Ability System - Nov 4, 2025

When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...

[AI] Gaps between Nav Mesh tiles in World Partition map causing movement issues

UE - AI - Navigation - Nov 4, 2025

Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...

Deadlock in UAnimationSequencerDataModel::Evaluate where FScopeLock Lock(&EvaluationLock) blocks execution indefinitely

UE - Anim - Nov 4, 2025

When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...

bStaticWhenNotMoveable in Lighting category instead of Physics

UE - Runtime - Character - Oct 24, 2025

"UPrimitiveComponent::bStaticWhenNotMoveable"'s category is set to Lighting, not Physics. This causes it to be hidden when lighting-related properties are hidden, even though it controls physics sta ...

Variant Manager: LevelVariantSets asset corruption after rename or duplicate

UE - Editor - Content Pipeline - Variants - Oct 24, 2025

When renaming or duplicating a LevelVariantSets asset that contains a Director Blueprint, the internal DirectorClass reference becomes mismatched. Although the DirectorBlueprint pointer updates corr ...

Mover character no longer calls ProduceInput on server when the only client unpossesses it and disconnects

UE - Gameplay - Player Movement - Mover - Oct 21, 2025

When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will ...

Skylight Leaking Tint in Reflection

UE - Rendering - Graphics Features - Oct 10, 2025

From 5.6 onwards, Skylight Leaking is much stronger in reflections than in the world. Also tested on //UE5/Release-5.6, CL 45232827 ...

Landscape Textures Patches issue when using "Texture Backed Render Target" as the Height Patch Source Mode where Landscape patches are not applying properly the first time a level is opened after restart

UE - Graphics Tools - Terrain - Landscape - Oct 6, 2025

Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...

HZB occlusion is broken on Instanced Stereo

UE - Platform - XR - Oct 2, 2025

Other engine features requiring HZB data (such as per-instance GPU LOD selection occlusion culling or light grid culling) are also impacted regardless of whether r.HZBOcclusion is enabled. ...