Mesh Variation node usage inside macro - lost of material slot name

UE - Anim - Mutable - Nov 14, 2025

When using a mesh variation node within a macro instance script, the material slot name of the input mesh is not transferred. On the generated mesh output, the material slot name is "None" ...

AsyncSaveGameToSlotForLocalPlayer does not properly handle multiple requests

UE - Gameplay - Nov 14, 2025

ULocalPlayerSaveGame::AsyncSaveGameToSlotForLocalPlayer was designed to properly support multiple in flight requests at the same time, but the current code does not work correctly and this can cause ...

Typo in NaniteRasterizer.usf preventing low tessellation mode at distance

UE - Graphics Features - Nanite - Nov 12, 2025

A typo in a conditional compilation macro in NaniteRasterizer.usf causes code controlling distant tessellation reduction to never be included in final shader code. This means that the low tessellati ...

GetStaticRayTracingGeometries doesn't check if mesh has ray tracing disabled

UE - Graphics Features - Ray Tracing - Nov 12, 2025

An ensure is hit for static raytracing geometry because skeletal mesh assets that had ray tracing disabled were not handled in: FSkeletalMeshSceneProxy::GetStaticRayTracingGeometries The concurrent ...

Mover Plugin: UNavMoverComponent::GetFeetLocationBased() returns incorrect FBasedPosition when using WalkingMode over a Movable floor, making UPathFollowingComponent erroneously detect a blocked move

UE - Gameplay - Player Movement - Mover - Nov 12, 2025

Function UNavMoverComponent::GetFeetLocationBased() on file "NavMoverComponent.cpp" returns an FBasedPosition built from an FRelativeBaseInfo. The "MovementBaseInfo" is read from key "CommonBlackboa ...

CreatePatchLibrary is broken

UE - Rendering Architecture - Shaders - Nov 12, 2025

It seems the FEditorShaderCodeArchive.LoadExistingShaderCodeLibrary missed some functions, use FEditorShaderCodeArchive.AddShaderCodeLibraryFromDirectory instead could fix the issue. ...

Landscape Splines in Partially Loaded World Partition Levels Can Cause Nanite Landscape Invalidation

UE - Graphics Tools - Terrain - Nov 7, 2025

Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...

Sequencer Crash when Hovering over Binding Properties on a Component with Spaces in its Name

UE - Anim - Sequencer - Nov 7, 2025

Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...

Animation Constraint Jitter in Sequence when Constraining Layered Control Rig node

UE - Anim - Anim in Engine - Nov 6, 2025

When using constraints with layered control rigs, you get jitter on the constrained object. ...

Rotator visual helper appears in local Presentation exports

TM - Tools - Nov 6, 2025

Reported in SF [Link Removed] The Rotator animator's visual helpers will be visible in locally exported Presentations when it should be hidden. This does not affect the Translator animator. ...