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 ...

WP: Using Make Writable when deleting actors from scene does not delete the actors

UE - Editor - Aug 4, 2026

When working in a World Partition level using OFPA, trying to use the "Make writable" option instead of checking the asset out will result with the actor coming back to the map after restarting the ...

FGameplayTagCountContainer::Reset() leaves explicit tag state and causes counts to accumulate

UE - Gameplay - Gameplay Tags - Aug 4, 2026

[Summary] In UE 5.7 and later, if a tag is added once to an FGameplayTagCountContainer, the container is reset, and the same tag is added once more, GetExplicitTagCount() returns 2 instead of the e ...

Inconsistency between viewport and exported renders using Lumen and manual exposure

TM - Rendering - Aug 3, 2026

Reported in SF [Link Removed] Exported renders with Lumen can appear overexposed compared to the viewport renders, even when disabling auto-exposure and manually setting the exposure values. This ...

SplineMeshComponent resources leak

UE - Rendering - Features - Aug 3, 2026

A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...

Color picker widget auto-closes unnecessarily

UE - Editor - Developer Usability - Aug 3, 2026

A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change e ...

Null FPhysicsActorHandle dereference in FBodyInstance::InitDynamicProperties_AssumesLocked when CreateShapes_AssumesLocked fails during async body init

UE - Runtime - Simulation - Aug 2, 2026

Summary When CreateShapes_AssumesLocked fails during async body creation, the failed FBodyInstance is left in Bodies[] with a released actor handle. InitDynamicProperties_AssumesLocked is then called ...