Nanite Skeletal Mesh ignores Hidden Material Section flag

UE - Rendering - Graphics Features - Nanite - Mar 11, 2026

Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via ShowMaterialSection(). Consequently, the Isolate checkbox for material slots in ...

Frame-locked sequencer intermittently triggers notify state end event

UE - Anim - Runtime - Mar 10, 2026

Frame-locked Sequencers can occasionally produce frames with a zero delta time due to frame number truncation. When this occurs, if the animation cursor is within the range of a Notify State that is ...

Rare crash when changing scalability settings rapidly

UE - Rendering - Architecture - RHI - Mar 10, 2026

It seems like the code in RefreshSamplerStatesCallback() can overlap with FillUniformBuffer when it mutates the Wrap_WorldGroupSettings and Clamp_WorldGroupSettings FSharedSamplerState objects. Addi ...

Sequencer CR curve evaluating differently when navigating from parent sequence

UE - Anim - Anim in Engine - Mar 10, 2026

Depending on whether I first open the level sequence that contains the control rig, or its parent level sequence, the animation curve will evaluate differently.  ...

Nanite culling breaks on scaled object with displacement when camera enters displacement area

UE - Rendering - Graphics Features - Nanite - Mar 9, 2026

Nanite tessellation, only supports calculating displacement in local space and everything gets scaled with the object scale, which is often undesirable. If the camera enters inside the area allocate ...

Panini Lens Projection and Post Process buffers broken

UE - Rendering - Graphics Features - Mar 9, 2026

Panini Lens Distortion does not appear to affect some buffers (SceneDepth, CustomDepth, WorldNormal, etc.) consistently. These buffers behaved correctly in 5.3 ...

Potential wrong branch condition about DFAO and Niagara GPU SDF Collision

UE - Niagara - Mar 6, 2026

Particles using Distance Field collision can have their collision controlled by "r.DistanceFieldAO". It appears that the condition in "ShouldPrepareGlobalDistanceField(...)" from DistanceFieldAmbie ...

Clicking on the timeline to move the playhead of the Persona animation viewer does not move the playhead.

UE - Anim - Runtime - Mar 6, 2026

Scrubbing is the only way to move the playhead. ...

Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint enters a compile error state and is subsequently fixed

UE - Framework - Blueprint Compiler - Mar 6, 2026

When an instance of a child blueprint in a level enters the “Bad Blueprint” state due to a compile error it will reset to default values when it is restored after the compile error has been fixed. ...

LevelStreamingPersistence: Crash when streaming in destroyed map actor with persisted properties

UE - World Creation - Worldbuilding Tools - Mar 6, 2026

Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Saved property values are restored when a lev ...