BP Debugger: Unable to inspect debug data for ForEachLoop ArrayElement, Array_Get and Break Struct output pins

UE - Framework - Blueprint - Aug 26, 2025

Context The blueprint debugger allows you to trigger breakpoints and inspect the current state of variables, both member variables, local variables and persistent UberGraph variables. Problem The ...

Adding pin to CR node causes crash if input variable is assigned to one of the array element

UE - Anim - Rigging - Control Rig - Aug 22, 2025

When a node has a variable assigned to one of its pins. You will get a crash every time you add a pin. I am sure this goes for all nodes with with the "add pin" functionality [Link Removed] ...

GAS: GameplayAttribute picker incorrectly also lists AttributeSets' non-attribute properties

UE - Gameplay - Gameplay Ability System - Aug 21, 2025

Context: FGameplayAttribute's details customization lets designers pick any attribute property from any UAttributeSet class. Problem: This currently displays all properties of UAttributeSet class ...

Missing PSO Precaches in the engine

UE - Rendering Architecture - RHI - Aug 20, 2025

A licensee wanted to report some missing PSO Precaching they found, which they have fixed locally: 1. UCableComponent doesn't implement CollectPSOPrecacheData or call CheckPSOPrecachingAndBoostPri ...

Bake to Control Rig blueprint function does not work on tracks in nested sequences in Editor

UE - Anim - Sequencer - Aug 20, 2025

The Bake to Control Rig node only works with single-layered level sequences. Studios using a nested level sequence setup cannot use this function. [Link Removed] ...

Crash when a Deferred Decal (Translucent) base material has a Nanite Override (Masked Surface) Material and the mesh has Nanite + Ray Tracing enabled.

UE - Graphics Features - Ray Tracing - Aug 14, 2025

A crash occurs when Nanite override material instance is used in a project with Ray tracing enabled where: 1 The Material assigned to the static mesh uses Deferred Decal / Translucent and the Nani ...

Rect Light not rendered correctly when using Virtual Texture as source texture

UE - Graphics Features - Aug 14, 2025

Licensees have reported that this issue occurs when rendering from the command line: Rectangular lights with virtual textures do not render when you run the "Render (Remote)" button in the Editor, a ...