UE5.7 InterchangeGenericAssetPipeline -> MaterialPipeline are not using parent material for material creation on import, was working in UE5.6

UE - Editor - Content Pipeline - Import and Export - Nov 24, 2025

Hi there, It feels like a bug that the interchange generic pipeline is not using user-selected parent material for asset import, since it was working back in UE5.6 then we upgrade the engine to 5.7 ...

Material picking of Nanite meshes with multiple sections not working

UE - Graphics Features - Nanite - Nov 24, 2025

Picking a material of a section of a Nanite enabled mesh will not work correctly, while the same picking logic works fine for non-Nanite meshes. On Nanite meshes, the reported section index seems to ...

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 ...

[AI] Unable to bind to parameter properties when using a Soft Object Reference

UE - AI - StateTree - Nov 21, 2025

Global parameters disappear from the binding list when a soft object reference is present. Pulling up the binding menu shows nothing for Parameters when there are only object references in the ST as ...

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

same PhysicsAsset refresh multi times when modify multi SkeletalBodySetup properties in same PhysAsset

UE - Anim - Gameplay - Nov 20, 2025

USkeletalBodySetup::PostEditChangeProperty will call OwningPhysAsset->RefreshPhysicsAssetChange(), if I modify many SkeletalBodySetup properties in same PhysAsset, will cause call OwningPhysAsset-> ...

UbaAgent in 5.7 depends on qwave.dll, which is not available on Server Core

UE - Foundation - Cpp Tools - UnrealBuildAccelerator - Nov 19, 2025

A licensee runs UbaAgent on Windows Server Core. This worked in 5.5 and 5.6, but broke in 5.7. After some investigation, they found that UbaAgent took a new (hard) dependency on qwave.dll in order ...