Groom assets can no longer be created without curves data

UE - Graphics Features - Nov 18, 2025

It used to be possible to create an empty Groom assets without an Alembic file. However, this is no longer possible because curve data is required This workflow is useful to create grooms that onl ...

FInstancedStruct member uproperties are not cached when "Generate Optimized Blueprint Component Data" is enabled

UE - Framework - Blueprint - Nov 18, 2025

A licensee has encountered an issue where their FInstancedStruct isn't being gathered into CachedPropertyData when "Generate Optimized Blueprint Component Data" is enabled. The changes in [Link Remo ...

[AI] SmartObjectPersistentCollection produces errors during Map Validation

UE - AI - SmartObject - Nov 18, 2025

SmartObjectPersistentCollection in 5.6 and later now give errors when the map validator runs due to referencing spatially loaded actors. This was working per licensee in 5.5. There was a change from ...

DataAsset blueprints have the wrong NativeClass

UE - Gameplay - Nov 18, 2025

UDataAsset's constructor assumes itself to be the native class, and caches that value for use by the asset registry. However, if the data asset type is defined in a blueprint (i.e. subclassing UPrim ...

When Adding Custom Bindings, get ensure that "Multiple persistent shared references detected for Sequencer..."

UE - Anim - Sequencer - Nov 17, 2025

Ensure: Error    LogOutputDevice      Ensure condition failed: SequencerRefCount == 1 [Link Removed] [Line: 967]  1. Error    LogOutputDevice      Multiple persistent shared references detected f ...

LevelSequenceActor transform offset for Sequencer lost on value changed

UE - Anim - Sequencer - Nov 17, 2025

Toggling Lock, Pin, Ignore on subsequences or adding new transform key on a character inside a subsequence the Actors lose the LevelSequenceActor transform offset they have at preview and go back to ...

Control Rig Box Selection Innacurate

UE - Anim - Rigging - Control Rig - Nov 17, 2025

When useing marquee select on controls in the rig, their on screen size determines how likely they are to be included in the selection which isn't a reliable enough method for animators. Our workaro ...

Sequencer causes 3DWidget on BP vectors to snap to Actor when active

UE - Anim - Sequencer - Nov 15, 2025

When we have Vectors in BP with Show 3D Widget enabled, the Transform Widget would always snap back to the Actor after we move the 3D Widget in-world. [Link Removed] Removing the _DaySequenceActor ...

Mesh Variation node usage inside macro - lost of material slot name

UE - Anim - Mutable - Nov 14, 2025

When using a mesh variation node within a macro instance script, the material slot name of the input mesh is not transferred. On the generated mesh output, the material slot name is "None" ...

Crash at Skeleton Remapping

UE - Anim - Rigging - Retargeting - Nov 14, 2025

The details are in the EPS : [Link Removed] ...