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. ...

Niagara Data Interface "Errors and Warning" section on Module Details not updating when error messages change

UE - Niagara - Aug 14, 2025

This is a regression: it worked correctly up to UE 5.5, but not in 5.6 or mainline latest. Possibly caused by CL 40093049. Class UNiagaraDataInterface provides virtual method GetFeedback(), which a ...

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 ...

FXmlFile fails to parse well-formed XML when it encounters a whitespace in an attribute

As title describes, the FXmlFile(const FString&) constructor fails to parse an XML that is as such: <?xml version = "1.0" ?> <parent name="aTag" link= "linkName"> <origin xyz="0.0000000000E+00 0. ...

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up)

UE - Virtual Production - Sep 11, 2025

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...

Post Process Animation Blueprint Crash When Using Blend Node

UE - Anim - Runtime - Anim Blueprints - Sep 24, 2025

When using a Blend node inside a Post Process Animation Blueprint, the editor crashes while rendering thumbnails. The crash occurs because USkeletonThumbnailRenderer attempts to draw a thumbnail wit ...

Typo in "BaseEditorSettings.ini": under section [/Script/UnrealEd.ContentBrowserSettings], key "DisplayPluginFolder" (singular) should read "DisplayPluginFolders" (plural).

UE - Editor - Workflow Systems - Oct 11, 2025

File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...

Property "GameFeatureData.PrimaryAssetTypesToScan.Directories" should be tagged with "ForceShowPluginContent"

UE - Foundation - Oct 11, 2025

When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...

Niagara - "Make Static" nodes do not seem to be working correctly.

UE - Niagara - Apr 7, 2025

When a "Make Static" node is used in a Niagara Function Script or Niagara Module Script to supply the input value for a Static Switch Selector or, a Function Parameter, or a Function Parameter Defau ...