Build crash when enabling r.CreateShadersOnLoad=1

UE - Rendering Architecture - Shaders - Nov 10, 2025

When "r.CreateShadersOnLoad" is enabled, cooking will crash due to failure to create a shader. This occurs on //UE5/Release-5.5, CL: 41545209 and //UE5/Release-5.6, CL: 45232827 ...

"Visualize Level Instance Editing" defaults to on, during sequencer playback (for sequences withing a level instance)

UE - Anim - Sequencer - Nov 7, 2025

Version: Main branch 46320669; 5.7 Preview Epic Launcher pre-built; Issue: Playing a <sequence> that is withing a <level instance> turns back on gray <level instance editing> visualizing shader e ...

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 ...

Landscape Splines in Partially Loaded World Partition Levels Can Cause Nanite Landscape Invalidation

UE - Graphics Tools - Terrain - Nov 7, 2025

Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...

Animation Constraint Jitter in Sequence when Constraining Layered Control Rig node

UE - Anim - Anim in Engine - Nov 6, 2025

When using constraints with layered control rigs, you get jitter on the constrained object. ...

[AI] StateTreePropertyRef does not have option for Promote to Parameter

UE - AI - StateTree - Nov 5, 2025

I got a report from one of my designers that since we took 5.6, they have been unable to see the "Promote to Parameter" options when attempting to bind an output from one of our common tasks. I took ...

Outliner eye toggle fails to hide static meshes when Affect Indirect Lighting While Hidden is enabled

UE - Rendering Architecture - Nov 5, 2025

When a static mesh has the property Affect Indirect Lighting While Hidden enabled, toggling its visibility via the Outliner eye icon does not hide the mesh in the editor viewport. The actor remains ...

Crash when compiling Blueprint Function containing a connected Set Variable node for a local variable named after a replicated Actor property

UE - Framework - Blueprint - Nov 5, 2025

Creating a local variable inside a Blueprint Function with the same name as a replicated property of AActor (for example, “Role” or “RemoteRole”) and then using a connected Set Variable node for it ...

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. ...