WorldPartitionConvertCommandlet hits an assert when converting a persistent level that contains a sub-level with a landscape

UE - World Creation - Worldbuilding Tools - Nov 7, 2025

Context: The Window tab allows a user to open the Levels window in order to add a sub-level to a persistent level. For Unreal Engine 5.0 and beyond, World Partition has made the Levels window obsole ...

5.6 Skeletal Meshes with Disabled Sections Flicker in Ray Tracing Scene

UE - Graphics Features - Ray Tracing - Nov 7, 2025

Skeletal meshes with disabled mesh sections will flicker in the Hardware Ray Tracing Scene. Also tested on //UE/Release-5.6, CL:45232827 ...

Adding a streamed empty LevelInstance in a WP level will result in an incorrect mapcheck error

UE - World Creation - Worldbuilding Tools - Level Instances - Nov 7, 2025

This is an edge case that can also be caused when a Level only contains actors were `SupportsExternalPackaging` is false.  This is likely the case for the "empty" level which surely contains a Level ...

TSparseArray NatVis visualizer doesn't work for arrays that use TInlineSparseArrayAllocator

UE - Foundation - Cpp Tools - Nov 6, 2025

The NatVis visualizer allows many custom Unreal types to be displayed in a helpful manner inside the Visual Studio watch window. One such type is TSparseArray. Under normal circumstances, visualizin ...

net.ReplicateCustomDeltaPropertiesInRepIndexOrder is not respect the cvar for the custom properties

UE - Networking - Nov 5, 2025

In our project do not use iris and we use a subclass UExtendAbilitySystemComponent derived from UAbilitySystemComponent. In this subclass, there is a FastArray member variable named ExtendActivatabl ...

GAS: FActiveGameplayCueContainer::RemoveCue crash while iterating removals when consecutive Cue tags are conditionally added and the conditional effects removed in ascending order

UE - Gameplay - Gameplay Ability System - Nov 4, 2025

When removing gameplay effects by tag, if the tag that is being removed has other tags that are dependent on it in a cyclical way an "array out of bounds ' error can be triggered. ...

[AI] Gaps between Nav Mesh tiles in World Partition map causing movement issues

UE - AI - Navigation - Nov 4, 2025

Navmesh has seams between some tiles that are actual edges rather than previously found "gaps" where it was a debug rendering issue. Pathfinding does fail between these tiles to go straight across. ...

Deadlock in UAnimationSequencerDataModel::Evaluate where FScopeLock Lock(&EvaluationLock) blocks execution indefinitely

UE - Anim - Nov 4, 2025

When both the Sequencer Editor and an Animation Curve Editor are open for the same animation asset, the editor freezes completely upon editing the curve. Analysis indicates that the freeze is caus ...

UMG: RetainerBox with zero-size child returns incorrect LayerId on OnPaint()

UE - Editor - UI Systems - Nov 4, 2025

When a RetainerBox contains a child that for some reason has a desired size of zero, its OnPaint() method can incorrectly return LayerId 0. Afterwards, widgets further down the hierarchy can base th ...

Client Gameplay Effect stuck on due to duplicate ReplicationIDs

UE - Gameplay - Gameplay Ability System - Oct 31, 2025

We've been tracking down a problem recently with the Gameplay Ability System where a gameplay effect is properly removed on the server, but the client has the gameplay effect stuck on permanently. ...