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

Enabling STATS causes RenderThread to wait for GPU

UE - Rendering Architecture - RHI - Sep 10, 2025

The licensee noticed that in Development builds, the Render thread times are suspiciously similar to GPU times, and the same thing happens when enabling FORCE_USE_STATS in Test configuration. The is ...

SkyLight Leaking does not affect reflections when the SkyLight is static but static lighting is disallowed

UE - Graphics Features - Sep 10, 2025

Reflections do not receive SkyLight leakage contribution from a static SkyLight when static lighting is disallowed. This is caused by the function UpdateSkyIrradianceGpuBuffer checking if the SkyLig ...

Importing FBX that contains a socket from Blender to Unreal, the socket gets rotated by 90° and is scaled by 100

UE - Editor - Content Pipeline - FBX - Sep 9, 2025

Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...

Mover character stuck continuously correcting movement after having a skeletal mesh as movement base

UE - Gameplay - Player Movement - Mover - Sep 8, 2025

Once a mover character has had a skeletal mesh set as its movement base, it appears to get stuck in a desynced state after moving to a static movement base. It is only when the character's movement ...

[AI] Failed check in UMassSpawnerSubsystem::DestroyEntities due to EntityManager still procesing

UE - AI - Mass - Sep 7, 2025

It crashed when unspawning an AI which will destroy its entity. Inside DestroyEntities "IsProcessing" is true, but when it breaks into the debugger, "ProcessingScopeCount" is 0 (so IsProcessing shou ...

ensure(PinHelpers::UnresolvedPins.Num() == 0); fails after undoing in the editor

UE - Framework - Blueprint Editor - Sep 6, 2025

The underlying cause is some edge case involving a math expression node, which does some perhaps naive things with a contained graph. ...