HLOD generation can run out of space in the FName table

UE - World Creation - Worldbuilding Tools - Nov 26, 2025

A licensee reported that generating the HLOD for his large WP based level is running out of space in the FName string table.  He tracked the source of the problem to CL 47064601. Upon inspection ...

Orphaned BP actors when using UWorldPartitionBuilder

UE - World Creation - Worldbuilding Tools - World Partition - Nov 21, 2025

From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...

Duplicating OFPA Levels can result asserts when running the WorldPartitionBuilderCommandlet on multiple levels.

UE - World Creation - Worldbuilding Tools - World Partition - Nov 21, 2025

The process will assert in UWorldPartition::Initialize on  check(!OuterWorld->PersistentLevel->bAlreadyMovedActors); The log from a debugging session (see attached image) that a LevelInstance ge ...

Placed render targets are not initialized properly in D3D12

UE - Rendering - Architecture - RHI - Nov 21, 2025

ScreenshotCapturedDelegate is never called in HDR

UE - Platform - Console - Nov 21, 2025

In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...

Landscape weight-blended layers don't paint exclusively anymore

UE - Graphics Tools - Terrain - Landscape - Nov 20, 2025

Groom assets can no longer be created without curves data

UE - Graphics Features - Nov 18, 2025

It used to be possible to create an empty Groom assets without an Alembic file. However, this is no longer possible because curve data is required This workflow is useful to create grooms that onl ...

FInstancedStruct member uproperties are not cached when "Generate Optimized Blueprint Component Data" is enabled

UE - Framework - Blueprint - Nov 18, 2025

A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...

DataAsset blueprints have the wrong NativeClass

UE - Gameplay - Nov 18, 2025

UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...

LevelSequenceActor transform offset for Sequencer lost on value changed

UE - Anim - Sequencer - Nov 17, 2025

Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...