"Landscape Layer" Doesn't appear in LandscapeMode even when the landscape is assigned a Layer-Based Material

UE - Graphics Tools - Terrain - Aug 19, 2026

POST LINK: https://forums.unrealengine.com/t/bug-ue5-8-1-landscape-layer-doesnt-appear-in-landscapemode-even-when-the-landscape-is-assigned-a-layer-based-material/2745109 POST BODY:Summary[Bug][UE5 ...

MRQ render with a slow output format drives Niagara GPU tick flush into its dummy-view path, causing an access violation in SetShaderParameters

UE - Rendering - Architecture - Niagara - Aug 18, 2026

Sorry for the AI ticket, but it did a better job than I could: Rendering a level sequence through Movie Render Queue crashes the editor with an EXCEPTION_ACCESS_VIOLATION when the scene contains a N ...

Baking FK Control Rig with Spawnable Manny in sub sequence is not working

UE - CAPT - Anim in Engine - Aug 14, 2026

FK Control Rig bake is not working on Manny, both as a SKM actor or a BP Actor with a SKM component in it. This is only happening when the actors are Spawnable and nested inside a master sequence. I ...

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 ...

Values passed through VertexInterpolators are incorrect in the pixel shader on Niagara mesh particles when material uses SubUV animation

UE - Rendering - Architecture - Niagara - Jul 29, 2026

Passing through the vertex interpolator, the DebugFloat3Values output appears garbled, but if you remove the VertexInterpolator the particle’s position is accurately returned. This happens with Part ...

Issue with UHLODBuilder::ComputeHLODHash

UE - Engine Scaling - Streaming - Jul 23, 2026

The HLOD content hash used to detect changes and trigger rebuilds effectively ignores everything hashed before the source-component loop — including the result of UHLODBuilderSettings::ComputeHLODHa ...

Can't cook a subsequent release when the project uses World Partition.

UE - Core - Data Pipeline - Cooker - Jul 14, 2026

A licensee reported getting errors when cooking a subsequent release. The bug is a side effect of CL44557776 which changed the behavior when dealing with generated packages in UCookOnTheFlyServer::G ...

Mismatch in Landscape Layer Weights between Nanite and Non-Nanite Landscapes

UE - Rendering - Features - Nanite - Jul 13, 2026

Repro project is available in the additional info URL to save repro time. Disabling Nanite on the landscape, or painting on it (which shows the non-Nanite version of the landscape) reverts the issu ...

Crash when opening a texture or editing its properties after stopping a preview in the material editor

UE - Rendering - Architecture - Materials - Sep 5, 2025

When a texture asset has certain properties edited, its PostEditChangeProperty() method calls to UTexture::NotifyMaterials(), which triggers a recompilation of materials that reference it in their m ...

WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined property (bSimulatePhysics), throws an error

UE - Framework - Apr 15, 2025

WindDirectionalSourceComponent.h has a meta edit condition that, by referencing an undefined class property (bSimulatePhysics), throws an error in the logs: LogEditCondition: Error: EditCondition pa ...