Extend Worldpartition Editor Grid Widget

UE - World Creation - Worldbuilding Tools - World Partition - Oct 14, 2025

Licensees are looking into ways of adding visualizations to the editor worldpartition grid widget. In one example case, just adding some lines to show which parts of the wp minimap belong to which s ...

Smart Link inactive by default when NavLink is a ChildActor

UE - AI - Navigation - Oct 14, 2025

When placing a NavLinkProxy in ChildActor, the link is not enabled by default. In this situation, setting SetSmartLinkEnabled to true does not establish the connection. You must first set it to fal ...

Lightmass CalculatePointShadowing regression in UE5.6

UE - Graphics Features - Oct 14, 2025

There is a regression or change in the Build Lighting process when using Lightmass in Unreal Engine 5.6:When building lighting with Lightmass calling the CalculatePointShadowing function, the result ...

Spline mesh deform breaks WPO when used with Nanite meshes

UE - Graphics Features - Nanite - Oct 13, 2025

Nanite spline meshes deforming along the world normal vector do not use the same world normal as a non-Nanite spline mesh. This results in inconsistent behavior between Nanite and non-Nanite spline ...

Ensure in FOnlineSubsystemSteam::Shutdown when using OSS Adapter

UE - Online - Oct 13, 2025

This looks to occur because of the order in which the OSS Adapter module and Steam OSS module are shut down. The OSS Adapter holds onto references to the OSS's interfaces, so when the Steam OSS modu ...

User-defined InstancedStaticMeshComponent subclass misbehave in SCS Editor

UE - Framework - Blueprint Editor - Oct 13, 2025

Context Users can create InstancedStaticMeshComponent (ISMC) (blueprint) subclasses. Any ISMC class can be added to an actor blueprint. When a mesh is selected and transforms are added to the Insta ...

Property "GameFeatureData.PrimaryAssetTypesToScan.Directories" should be tagged with "ForceShowPluginContent"

UE - Foundation - Oct 11, 2025

When using a Game Feature Plugin, one of the settings available in the "GameFeatureData" DataAsset (class UGameFeatureData) is "PrimaryAssetTypesToScan", which is an array of FPrimaryAssetTypeInfo s ...

Typo in "BaseEditorSettings.ini": under section [/Script/UnrealEd.ContentBrowserSettings], key "DisplayPluginFolder" (singular) should read "DisplayPluginFolders" (plural).

UE - Foundation - Oct 11, 2025

File "<ENGINE_PATH>/Engine/Config/BaseEditorSettings.ini" contains the following setting: [/Script/UnrealEd.ContentBrowserSettings] ; Whether to display the game project plugins in the Content Brow ...