Occlusion Queries for Static Meshes with ERuntimeVirtualTextureMainPassType::Exclusive

Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...

Unstable automation tests in "Standard Tests" list.

UE - Simulation - Core - Feb 20, 2026

The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...

anim notify states are triggered when updating thumbnails

UE - Anim - Runtime - Feb 19, 2026

The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...

Precaching global shaders with r.PSOPrecache.GlobalShaders = 2 crashes on startup

UE - Rendering - Architecture - RHI - Feb 19, 2026

A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...

BP Event Dispatchers: Hidden reference from actor A -> B, if B bound to A's event dispatcher editor-time, unbound later, but actor A wasn't resaved.

UE - Framework - Blueprint Editor - Feb 19, 2026

Context In blueprint, one can bind to a referenced actor’s events by clicking an actor reference variable, and creating an event node through the variable’s detail panel. Under the hood, this adds ...

Cloth - Assertion failed: SimData->LODIndex != INDEX_NONE && SimData->LODIndex <= LOD when using the rewind debugger with multiple LODs cloth

UE - Simulation - Visual - Feb 19, 2026

The LOD switching when the simulation is paused could still be causing problems when the simulation is paused while the LOD indexes are going up because there is no LOD Bias mappings by default. Se ...

The hierarchy of Actors in LevelInstances can break when using BPs as parent

UE - World Creation - Worldbuilding Tools - Level Instances - Feb 18, 2026

The hierarchy of a LevelInstance actors (Outliner) will break when cooking. The source is the call to AActor::RerunConstructionScripts in FWorldPartitionLevelHelper::MoveExternalActorsToLevel. The ...

Subsequence time scale does not display accurately in preview.

UE - Anim - Sequencer - Feb 18, 2026

Using time scale in the subsequences leads to mismatch between rendered image and editor view. This makes it hard to related the content to each other. ...

Issue during the CapturingScene phase when having Nanite mesh as source component for HLOD Generation

UE - World Creation - Worldbuilding Tools - Feb 17, 2026

When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...

Inconsistent VSM page behavior around the Dynamic Shadow Distance range

UE - Rendering - Architecture - Feb 17, 2026

When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...