Not possible to force the Skeleton attribute to None on a default asset pipeline preset

UE - Editor - Content Pipeline - Import and Export - Jan 9, 2026

I guess that when the default value of the pipeline is None, the editor will silently pick the skeleton that is in the same folder of where you are importing. If the UI is active you can then force ...

Velocity Scene Texture Data Integrity Issues

UE - Graphics Features - Jan 8, 2026

When a Post-Process Material uses the Scene Texture Material Expression, the following code is generated: ``` MaterialFloat2 Local0 = Parameters.TexCoords[0].xy; MaterialFloat2 Local1 = ClampSceneT ...

WP: Water surfaces are missing from the Minimap textures.

UE - Graphics Tools - Terrain - Water - Jan 8, 2026

The problem is caused by FWaterViewExtension::ShouldHaveWaterZoneViewData that prevents the water data from being updated in SceneCaptures. (re: FWaterViewExtension::SetupView) Removing the call to ...

Control Rig compile issue - Re-Entry of Instructions

UE - CAPT - Control Rig - Jan 8, 2026

Compiling a specific graph construction generates a compile error and blocks the execution of the graph. Sync to AnimSandbox CL 49645845 See attached picture and attached Control Rrig asset ...

It is not possible to export virtual layer masks (AI or from mesh) through the COLMAP exporter.

RS - MVS - Jan 8, 2026

Found in 2.1.0.119011 (R210). The mask export doesn't work even when the masks are regenerated from the mesh. Outcome: Error appears: "The filename, directory, or volume label syntax is incorrect ...

HDRIs do not appear in exported Presentations

TM - Core - Jan 7, 2026

Reported in SF [Link Removed] HDRI environments are not appearing in exported Presentations. Occurs for both Local and Cloud exports and across all HDRI types. Thumbnails for Cloud Presentations w ...

Morph Targets fail to reset to zero

UE - Rendering - Architecture - RHI - Jan 6, 2026

"We have encountered a regression in UE 5.7 where Skeletal Mesh Morph Targets do not visually reset when all weights are set to 0.0. The mesh retains the deformation from the previous frame. This i ...

Out-of-Bounds Access During Partial Updates of ISMC Per-Instance Custom Data

UE - Graphics Features - Jan 6, 2026

When using instance custom data values, removing an instance and changing the number of custom data floats in sequence can cause an array-out-of-bounds crash. The underlying arrays are not resized ...

CommonUI: FUITag, FUIActionTag variables can't connect with blueprint wildcard Equals node

UE - AI Workflows - UI Systems - Jan 5, 2026

Context UITag and UIActionTag are blueprint-exposed struct classes that derive from GameplayTag. GameplayTag variables can be compared in blueprint with ==. Under the hood, the node maps to  UBlue ...

MultiProcessCook Shader Symbols fail to write when two workers race and try to write them at the same time

UE - Rendering - Architecture - Shaders - Jan 4, 2026

When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...