Crash in FWebRemoteControlModule::HandleBatchRequest() when not enforcing passphrase on requests

UE - CAPT - Tools - Remote Control - Mar 20, 2026

When a client sends a request with no passphrase to Unreal Remote Control's "/remote/batch" endpoint, and the plugin is configured to not perform passphrase verification, the Editor will crash as so ...

Wrong calculation of "MaxAllocatedCountEstimate" inside FNiagaraRendererRibbons::GenerateDynamicData()

UE - Rendering - Architecture - Niagara - Mar 20, 2026

Starting with UE 5.4, function FNiagaraRendererRibbons::GenerateDynamicData() from file [NiagaraRendererRibbons.cpp] attempts to calculate DynamicData->MaxAllocatedCountEstimate as such: DynamicDat ...

JsonObjectToUStruct removes _ClassName from input FJsonObject, breaking repeated deserialization

UE - Core - Systems - Mar 18, 2026

FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...

Cursor radius set via FSlateApplication::SetCursorRadius is ignored during FHittestGrid hit testing

UE - AI Workflows - UI Systems - Slate - Mar 16, 2026

The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...

UAbilityTask_SpawnActor::BeginSpawningActor may return true when SpawnedActor contains stale value

UE - Gameplay - Gameplay Ability System - Mar 15, 2026

UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...

StateTree: While editing State Parameters or exposed properties of a Condition/Task, an ensure() fires when editing inputs of a Property Function bound to an array element

UE - AI - StateTree - Mar 5, 2026

Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...

Physics Constraint Actor: When plasticity is enabled, Drive Position Target is reset to zero on constraint initialization

UE - Runtime - Simulation - Mar 5, 2026

When a Chaos joint constraint is first created, having linear/angular plasticity enabled will unexpectedly force its linear/angular drive position target to zero on initialization, disregarding the ...

Engine crashes when renaming assets inside an L10N folder.

UE - AI Workflows - UI Systems - Localization - Mar 3, 2026

The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...

InvariantLeft and InvariantRight justification mispositions wrapped multi-line text

UE - AI Workflows - UI Systems - Feb 26, 2026

When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...

Niagara GPU Distance Field collision uses only the first view in split-screen, causing collision to drop out for other players when view 0 loses Global DF coverage

UE - Rendering - Architecture - Niagara - Feb 17, 2026

In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...