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 ...

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject

UE - Framework - Blueprint - Nov 28, 2025

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...

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 ...

Crash when Live Coding is triggered after engine source edits Blueprints using ChildActorComponent

UE - Framework - Blueprint - Nov 28, 2025

After editing engine source files and triggering Live Coding, derived Blueprints that inherit from a Blueprint containing a ChildActorComponent cause UChildActorComponent::Serialize to run on a Live ...

Translucent Wireframe Materials Exhibit TSR Aliasing/Crawling Due To Incorrect Velocity Rendering When Set to Output Depth And Velocity

UE - Graphics Features - Nov 27, 2025

Note that this bug potentially also affects a wide variety of material / geometry setups; however, a translucent wireframe setup is currently the main reproduction case. The issue may also be notice ...

Control Rig Creation Crash Triggered by “skel” Prefix in Skeletal Mesh Name

UE - Anim - Rigging - Control Rig - Nov 27, 2025

When generating a Control Rig from a Skeletal Mesh that contains “skel” in its name—or uses it as a prefix (i.e. skel_test)—Unreal Engine crashes. The crash occurs both when using the native Creat ...

Changing MaterialQualityLevel causes a crash due to a ShaderMap mismatch in UniformExpressionCache

UE - Rendering - Architecture - Materials - Nov 26, 2025

A crash may occur when changing the MaterialQualitylevel via Scalability due to a race condition. The issue occurs because in ScalabilityCVarsSinkCallback(), when it creates the FGlobalComponentRec ...