Crash in FMovieSceneNumericVariant::Set when loading a Level Sequence with Custom Time Warp on Android

UE - CAPT - Sequencer - Aug 14, 2026

On Android, loading a Level Sequence fatals in the async loading thread: Assertion failed: (NewValue & ~PAYLOAD_Bits) == 0 MovieSceneNumericVariant.cpp:133 Unable to store a pointer outside of a ...

Consistent Crash using Cinematic Viewport on Linux

UE - CAPT - Sequencer - Aug 13, 2026

We are getting multiple crashes on 5.8.1 when trying to use the cinematic viewport on Linux, the most consistent way it's been reproduced is by clicking on the blue frame number to the left of the c ...

Blueprint Independent Rig Modules fail to keep changes to public variables inside of Modular Rigs after closing and reopening the editor

UE - CAPT - Control Rig - Aug 11, 2026

The problem is that when adding modules in modular control rig, I can not change values for module variables - as soon as I close and reload the Unreal Editor, values snap back to default values. I ...

Mutable COIs built from ChildCustomizableObjects are engine only but do not denote that in anyway.

UE - Anim - Mutable - Aug 10, 2026

When creating a Mutable setup with nested Child COs, COIs can result with Editor-Only references, which will cause the COI not appear in the build manifest and the appearance to now spawn in game. ...

Notifies placed on the first frame of a montage using root motion don't fire

UE - Runtime - Animation - Aug 10, 2026

This is a regression in 5.8 caused by 47265321. It's because we now perform the montage update and dispatch the queued notifies via CharacterMovementComponent::TickCharacterPose.  But that all hap ...

Root motion extraction fails on blendspaces with bShouldMatchSyncPhases set

UE - Runtime - Animation - Aug 7, 2026

There’s a bug with the bShouldMatchSyncPhases codepath in UBlendSpace::TickAssetPlayer. That codepath calls ResetBlendSamples to give a deterministic output when advancing time on the animations ow ...

Editor crashes when overriding Texture Collection in Material Instance

UE - Rendering - Architecture - Aug 6, 2026

When a Material uses the DefaultTextureCollection and a Material Instance overrides it - or vice versa - the Editor will crash. Note: bindlessconfiguration=Minimal or higher must be enabled to use ...

Incorrect rendering result on some geometry and materials in grouped components in SKP imports

TM - Interoperability - Aug 5, 2026

Reported in SF [Link Removed] In Twinmotion 2026.1, when importing certain SKP files with grouped components, materials may render incorrectly on some grouped components and will appear with a dark ...

FEvaluateActorReferenceChannels don't run on GameThread

UE - CAPT - Sequencer - Aug 4, 2026

When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...

Shadows become disabled for Datasmith imported lights on resync

TM - Interoperability - Aug 4, 2026

Reported in SF [Link Removed] For Datasmith models containing lights, resynchronizing the model after any changes will cause any lights that had shadows enabled prior to the sync to have that setti ...