Mover Spawning and teleport issues related to World::EncroachingBlockingGeometry and CharacterMesh collision

UE - Gameplay - Player Movement - Mover - Jul 30, 2025

Setting a Skeletal meshes collision preset to CharacterMesh introduces problems with spawning and teleporting a pawn driven with Mover.  ...

UText3DComponent's Text property access: UE 5.3 broke BP setters. UE 5.6 unneccessarily broke compatibility and incorrectly removed BP getters.

UE - CoreTech - Jul 30, 2025

Class UText3DComponent from the "Text 3D" plugin contains a "FText Text" member which must be set through a SetText() function to correctly update the component's internal state. Up to UE 5.2, "Tex ...

Specular Scale 0 on Light still affects Groom asset

UE - Rendering Architecture - Jul 30, 2025

When a light's Specular Scale is set to 0, the specular still affects hair / groom assets. The specular of other assets (like a shiny static mesh in the scene) is properly affected by the change.  ...

Hardware Raytracing on Lumen can cause a crash on AMD Radeon GPUs

UE - Graphics Features - Lumen - Jul 29, 2025

Hardware Raytracing support can cause a crash on AMD Radeon GPUs when creating the RT pipeline state. ...

Unloading a World Partition region during nested Level Instance inline editing prevents exiting editing mode

UE - World Creation - Worldbuilding Tools - Level Instances - Jul 28, 2025

In the case of a single-layer Level Instance, actors are still referenced even when the region is unloaded. However, in the case of nested Level Instances, the level being edited is discarded when t ...

Mutable RemoveMesh node with data from DataTable

UE - Anim - Mutable - Jul 28, 2025

Hi, We are trying to use Mutable plugin to avoid clipping using the RemoveMeshNode with data from DataTables. However we are having trouble with the most basic example of our idea. We have a Data ...

Copy-pasting custom property nodes (ControRig etc.) results in invalid bindings, perf issues

UE - Anim - Rigging - Control Rig - Jul 28, 2025

From this UDN: [Link Removed] Suggested fix:Override PostPasteNode to perform the GUID update andAdd validation on load to strip 'invalid' copies that do not correspond to a valid pin input ...

Restoring AnimInstance fails when ControlRig and Motion tracks are consecutive in sequencer

UE - Anim - Anim in Engine - Jul 27, 2025

In the Sequencer, Control Rig and Animation tracks are placed consecutively. During the transition, the Animation track captures the AnimInstance state before the ControlRig track's RestoreState is ...

Merge Actor - Approximate Actors algorithm is using Mesh Description directly rather than the Nanite parameters

UE - World Creation - Worldbuilding Tools - Merge Actor - Jul 25, 2025

In an ideal world, all mesh merge algorithms should have the option to use as input one of the followingRender mesh (non-nanite) (+ the option to target a specific LOD)Mesh Description (+ the option ...