Visibility track key value is no longer the inversion of the bound bHidden property

UE - Anim - Sequencer - May 13, 2026

Regression introduced in UE 5.7. Works correctly in UE 5.6. Up to UE 5.6, the bool value written to the Visibility track's BoolCurve was the inversion of the underlying bound property (e.g. AActor: ...

Blueprints: ComponentClass override causes crash on loading maps with instances saved with base class

UE - Framework - Blueprint - May 1, 2026

Context In actor blueprints, you can change an inherited component’s class in the editor by selecting it in a child blueprint and changing its Component Class in the Details panel. Problem When o ...

Crash in FNiagaraEditorModule::PrecompileDuplicate() — null deref of Handle.GetEmitterData() in third "finish off the emitters" loop

UE - Niagara - Apr 30, 2026

Crash / null pointer dereference in FNiagaraEditorModule::PrecompileDuplicate(). File: Engine/Plugins/FX/Niagara/Source/NiagaraEditor/Private/NiagaraCompiler.cpp Function: FNiagaraEditorModule::Pre ...

GetStaticComponentMaskParameterValue returns the value for Static Switch Parameter

UE - Rendering - Architecture - Materials - Apr 24, 2026

UMaterialInterface::GetStaticComponentMaskParameterValue gets the parameter value from the static switch list instead of from the StaticComponentMask list GitHub branch 5.8 still looks to have this ...

Landscape displaces after converting file to Twinmotion 2026.1

TM - Core - Apr 23, 2026

Reported in SF [Link Removed] The client has a file from Twinmotion 2025.2 that contains a sculpted landscape. When converting the file to Twinmotion 2026.1, the landscape becomes displaced from it ...

Collision Animators set to Once Loop mode will not play in Cloud Presentations

TM - Tools - Apr 21, 2026

Reported in SF [Link Removed] Animators will not trigger in Cloud Presentation when in Collision mode and the Loop mode is set to Once. The animation playback will occur properly in the editor vie ...

CharacterMovementComponent boosted upward when falling into acute-angle sloped corner

UE - Gameplay - Player Movement - Apr 14, 2026

In UCharacterMovementComponent::TwoWallAdjust, characters can gain unintended upward velocity (slope boosting) when hitting corners with an acute angle (<=90 degrees) while in the Falling movement m ...

Raytraced Hair Lighting using Light Functions atlas and positions the Light function material doesn't render correctly

UE - Rendering - Graphics Features - Apr 9, 2026

Light functions don’t render on grooms when using ray traced shadows and positions in the light function material. The setup:A light (point/rect/spot) pointing to a groom hair system. The light's ...

Unit system value resets to default

TM - Tools - Apr 9, 2026