LI Property Override: LI internal references are broken when saving the overrides.

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 4, 2025

When Saving the level, ULevelInstancePropertyOverrideAsset::SerializeActorPropertyOverrides will run UStruct::SerializeTaggedProperties to "diff-serialize" each object against its archetype (the LI ...

Issue with Niagara emitter inheritance

UE - Niagara - Dec 4, 2025

Modules in the particle spawn stage get unlocked and lose inheritance after changing the inherited emitter's interpolated spawn mode to "No Interpolation" then resetting. ...

Pass names appear as "RDGEvent" in Unreal Insights when r.rhisetgpucaptureoptions=1

UE - Rendering Architecture - RHI - Dec 2, 2025

When capturing a trace in Unreal Insights, all r.rhisetgpucaptureoptions=1 (r.RDG.Events=3) all RDG pass events appear simply as RDGEvent, without the actual name due to the logic for RDG_EVENT_SCOP ...

FStateTreeRunParallelStateTreeTask and TStateTreePropertyRef

UE - AI - StateTree - Dec 2, 2025

When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...

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. ...

Not all MidPhases are enumerated in TSimCallbackObject::OnMidPhaseModification

UE - Simulation - Core - Dec 2, 2025

Newly generated MidPhases are copied into the array accessible in the NarrowPhase after the OnPreSimulate callback is invoked. As a result, it is not possible to modify newly created MidPhases withi ...

Material LocalPosition node does not work correctly with Nanite Skinned meshes

UE - Graphics Features - Dec 1, 2025

Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching. Unreal Engine 5.6 shows the same issue, b ...

Memory leak in Landscape edit mode

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

Initialization error when creating FEventReply objects from Python

UE - Editor - UI Systems - UMG - Nov 28, 2025

the handled value passed to unlock_mouse is actually treated as unhandled, because FEventReply has no uproperty and no Identical()function of its own. Adding WithIdenticalViaEquality can fix this is ...

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 ...