UInstancedStaticMeshComponent::AddInstances does not appear to be adding per-instance previous transforms when enabled

UE - Graphics Features - Dec 3, 2025

Instanced static mesh component does not add instances transforms to PerInstancePrevTransform array when using UInstancedStaticMeshComponent::AddInstances. Additionally Updating the transforms of th ...

Unreal Engine Fails to Launch with Vulkan SM6 RHI and RenderDoc Auto-Attach Enabled

UE - Rendering Architecture - RHI - Dec 3, 2025

When launching Unreal Engine with the Vulkan RHI, SM6 and RenderDoc Auto Attach on Startup enabled, the engine fails to initialize with the error: “A compatible Vulkan Driver is required to run the ...

PlayerCollision visualization incorrect on LandscapeSplineMesh when Nanite is enabled

UE - Graphics Features - Nanite - Dec 3, 2025

From licensee: I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debu ...

Pass names appear as "RDGEvent" in Unreal Insights when r.rhisetgpucaptureoptions=1

UE - Rendering Architecture - RHI - Dec 2, 2025

When capturing a trace in Unreal Insights, all r.rhisetgpucaptureoptions=1 (r.RDG.Events=3) all RDG pass events appear simply as RDGEvent, without the actual name due to the logic for RDG_EVENT_SCOP ...

FStateTreeRunParallelStateTreeTask and TStateTreePropertyRef

UE - AI - StateTree - Dec 2, 2025

When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...

Standalone Level Instance with WorldPartition world don't load in editor

UE - World Creation - Worldbuilding Tools - Level Instances - Dec 2, 2025

A WorldPartition map used as a level instance that's set to standalone mode doesn't load its actors in the editor. ...

ActorColoration mode is broken in a package.

UE - Graphics Features - Dec 2, 2025

The coloration mode should just work. You may be able to temporarily workaround the issue by disabling PostProcess. ...

Not all MidPhases are enumerated in TSimCallbackObject::OnMidPhaseModification

UE - Simulation - Core - Dec 2, 2025

Newly generated MidPhases are copied into the array accessible in the NarrowPhase after the OnPreSimulate callback is invoked. As a result, it is not possible to modify newly created MidPhases withi ...

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 ...

Memory leak in Landscape edit mode

UE - Graphics Tools - Terrain - Landscape - Nov 28, 2025