A chaos vehicle that moves at very high speeds with CCD enabled on the vehicle sometimes has a collision response that is abnormal where the vehicle loses a significant amount of speed when colliding with dynamic objects configured as One Way Interaction

UE - Runtime - Character - Dec 16, 2025

Context: Continuous Collision Detection (CCD) is being used on a Chaos Vehicle to avoid tunneling issues with certain surfaces as it prevents any missed collisions between fast moving particles and ...

Convex hull generation fails when first 3 verts are colinear

UE - Runtime - Simulation - Dec 9, 2025

The licensee identified a number of cases where loading assets will trigger convex hull generation warnings:If the first 3 verts in the set are colinear (in which case IsPlanarShape() returns true b ...

Provided example Control Rig Python scripts that feature calls to GetControlRigBlueprint need to be updated to GetControlRigAssetInterface.

UE - CAPT - Control Rig - Dec 9, 2025

The unreal.ControlRigContextMenuContext.get_control_rig_blueprint() this function has been deprecated in Unreal Engine 5.7. As a result, the Python scripts included with the Control Rig plugin no ...

Drag and Drop fails in Standalone and Packaged builds when WidgetComponent’s Widget is set at runtime

UE - Editor - UI Systems - Dec 4, 2025

When a UWidgetComponent has its widget assigned dynamically at runtime using CreateWidget and SetWidget, drag & drop operations fail in Standalone Game and packaged/game builds, while working correc ...

Unreal Engine Fails to Launch with Vulkan SM6 RHI and RenderDoc Auto-Attach Enabled

UE - Rendering - Architecture - RHI - Dec 3, 2025

When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...

Standalone Level Instance with WorldPartition world don't load in editor

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 2, 2025

A WorldPartition map used as a level instance that's set to standalone mode doesn't load its actors in the editor. ...

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject

UE - Framework - Blueprint - Nov 28, 2025

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...

Memory leak in Landscape edit mode

UE - Graphics Tools - Terrain - Landscape - Nov 28, 2025

SaveGeneratedTexture2DAsset can crash when overwriting an existing asset

UE - Texture - Nov 28, 2025

SaveGeneratedTexture2DAsset can crash for a variety of reasons when overwriting an existing texture asset. When no existing asset exists, the function simply moves the provided transient Texture ass ...

Translucent deferred decal materials look different when setting specular attribute directly or via constant node

UE - Rendering - Architecture - Materials - Nov 28, 2025

Translucent deferred decal materials look different when setting their specular material attribute directly on the material node versus setting it via a constant node ...