Instanced Actors: PCG on RuntimeGrid "None" assigns created IAManagers RuntimeGrid "MainGrid", causing cross-grid reference

UE - World Creation - Procedural Tools - PCG Graph - May 30, 2026

Context PCG can be used to spawn Instanced Actors via the PCG IA Interop plugin, that makes Spawned Instanced Actors available as node. When a PCGActor placed in the level runs a PCG graph that spa ...

Instanced Actors: Moving element in editor is not undoable

UE - Engine Scaling - Mass - May 30, 2026

Context Instanced Actors can be moved by unchecking Lock Instance Locations on an IAM, and double-clicking into the actor → comp → instance to select an instance. Problem Moving an IA via the giz ...

Backout attempted fix for - AutoSize triggers ensure on shortened Skel Anim Section moved past anim length

UE - Anim - Sequencer - May 29, 2026

In Sequencer, calling "Edit > Auto Size" on a UMovieSceneSkeletalAnimationSection triggers the LowerBound > UpperBound ensure in UMovieSceneSection::SetRange (MovieSceneSection.h:333) when the secti ...

PrepareTextureResources is being called repeatedly (on commandlets and potentially other cases)

UE - Graphics Tools - Terrain - Landscape - May 28, 2026

Implement a commandlet that renders (with `-AllowCommandletRendering`) and frequently calls `CommandletHelpers::TickEngine()`.Have the commandlet load a map containing a world-partitioned landscape. T ...

Division by zero causing NaN/Inf on USkeletalMeshComponent::UpdateRigidBodyScaling() when setting scale to zero and back

UE - Simulation - Core - Feb 11, 2026

Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed [Link Removed] ...

PCGs Duplicate Point node option to apply in Relative Space has metadata warnings and crashes editor.

UE - World Creation - Procedural Tools - Jan 21, 2026

When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will ...