Landscape Layer Blending Painting Issue

UE - Graphics Tools - Terrain - Sep 10, 2025

There are two issues when painting landscape layers.Paint: When painting between different layers, square-shaped artifacts or splotches appear.Fill Layer: The blended weights of other layers aren't ...

Crashes occur when executing MRQ while adding UMG with RetainerBox.

UE - Editor - UI Systems - Slate - Sep 9, 2025

Create an asset containing a RetainerBox in UMG, then add the created UMG to the viewport using AddViewport. Running MRQ after this causes a crash. ...

Iris - removal of fast array item not performed on client when server array contains a non-replicated item

UE - Networking - Iris - Sep 8, 2025

It is possible to add items to a replicated fast array that are not intended to be replicated to the clients. For example, FGameplayAbilitySpecContainer has a custom ShouldWriteFastArrayItem impleme ...

Crash when changing r.MaterialQualityLevel when FastGeo plugin enabled in cooked build

UE - World Creation - Worldbuilding Tools - Sep 5, 2025

The engine crashes when the r.MaterialQualityLevel is changed in a cooked game that uses the FastGeo Streaming Plugin. The crash doesn't repro with the same steps in Editor, just in a cooked build. ...

'Malformed sequence hierarchy' ensure hit after modifying sub-sequence tracks

UE - Anim - Sequencer - Sep 5, 2025

It's possible for there to be multiple instances of the same sequence in the evaluation states cache if the same sequence is used in multiple sub-sections. Caches are never removed from the evaluat ...

Client and server can both get stuck waiting for packet sequence history flush

UE - Networking - Sep 4, 2025

The issue occurs when both instances have a significant difference between their last sent and last ack'd sequence number, as they will begin waiting for the sequence history to be flushed for a pac ...

MRQ - Subgraphs do not evaluate properly in Quick Render

UE - Virtual Production - Tools - MRQ - Sep 4, 2025

Subgraphs do not seem to be evaluating properly with Quick Render. Message from the EPS: "While testing out Quick Render, I've found that subgraph nodes are not being evaluated. Digging into it dee ...

Find in Blueprints: Default values of TMap keys are not returned

UE - Framework - Blueprint Editor - Sep 3, 2025

Context Find-in-Blueprints can be used to search the current, or all, blueprints. If you enter a simple string, it would return nodes, pins, pin default values and default values for BP Variables ( ...

PoseSearch Query is flipped 180 degrees 1 frame after a capsule/actor rotation happens.

UE - Anim - Gameplay - Sep 3, 2025

Using MotionMatching with a PoseSearchSchema with a Trajectory grouping. The query gets rotated to match the capsule/mesh component instead of the offset root/actual location of those bones/trajecto ...

RigVMRegistry : The registry is not locked for writing yet : ensure statement error during cook

UE - Anim - Rigging - Control Rig - Sep 2, 2025

I am seeing an cook failure at the very beginning. It goes away with a retry step via Horde. Please find attached call stack. I am able to consistently reproduce it by wiping all the DDC cache and ...