Custom fallback mesh LODs for Nanite-enabled meshes not working

UE - Graphics Features - Sep 15, 2025

Creating a custom fallback mesh with LOD for Nanite-enabled meshes with multiple materials, results in mesh LODs with errors. As the number of material sections (material slots) decreases with coars ...

A LevelSequence will lose the binding to objects contained in a level instanced inside another level

UE - World Creation - Worldbuilding Tools - Level Instances - Sep 15, 2025

A LevelSequence will lose the binding to objects contained in a level instanced inside another level on 5.6 and up. Refer to the reproduction steps or the shared repro project provided by the licens ...

FBX reimport issue with Interchange Framework

UE - Editor - Content Pipeline - Import and Export - Sep 15, 2025

A licensee has reported that the following repro steps can result in a "Failed to merge bones" error:One of our Skeletal Mesh assets was imported into engine version 5.4 using an older version of th ...

Chooser Table does not support binding Gameplay Tag properties

UE - Anim - Sep 15, 2025

When using Chooser Tables, the Gameplay Tag type cannot be bound through the column header UI. Clicking a column header for a different property (ie: bool or float) correctly shows the binding popup ...

Switching modular control rig to FK mode breaks pose of controls that have been baked to rig

UE - Anim - Rigging - Control Rig - Sep 14, 2025

From the licensee:We have built a modular Control Rig in Unreal 5.6, and while IK to FK matching works correctly inthe rig, but we are facing an issue when applying mocap animation to the characters ...

Move SAnimTimeline, SAnimTrackArea, and SAnimTrack to public API

UE - Anim - Runtime - Sep 14, 2025

I wanted to be able to make use of the same widgets the AnimSequence uses for its timeline with play/pause, rewind, etc. However I discovered this was all in private folders in the Persona plugin. ...

UGS bug when Reading Column Weights from Config Files

UE - Foundation - UGS - Sep 12, 2025

Changing per layer parameters in a layered material that writes to RVT can cause temporary visual corruption

UE - Rendering Architecture - Sep 12, 2025

When using a layered material that writes to a runtime virtual texture. Sometimes when modifying a layer parameter in the material instance editor. The cached material data in the runtime virtual ...

LODs with screen size 0 in legacy assets are incorrectly converted to 1 on load

UE - Editor - Content Pipeline - Sep 11, 2025

When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...