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 ...

Inconsistent Behavior in TextureLODGroups when setting NumStreamedMips=0

UE - Rendering - Architecture - Jan 8, 2026

A licensee has reported that it is not possible to disable texture streaming of a given TextureLODGroup by setting "NumStreamedMips=0" in their device profiles. Currently, using 0 results in the sam ...

OverrideVertexColor causes a crash on mobile renderer

UE - Platform - Mobile - Jan 8, 2026

Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...

Global Weight of Slot Node is incorrect when fetched after using a Pose Cache

UE - Runtime - Anim BP - Jan 7, 2026

When a montage slot node output is pushed to a Pose Cache and used in a Two-Way Blend, the value returned by GetSlotNodeGlobalWeight will be the current fractional value rather than the actual globa ...

FViewElementPDI::DrawLine calls for SDPG_World are not rendered in PIE or in Game

UE - Rendering - Architecture - RHI - Jan 7, 2026

When View.Family->EngineShowFlags.CompositeEditorPrimitives is false in the function RenderEditorPrimitivesForDPG. This code picks which version of the batched lines to renderconst FBatchedElements ...

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 ...

CommonListView EntryWidgetClass allows invalid assignment via “Use Selected Asset From Content Browser”

UE - Editor - UI Systems - Jan 6, 2026

CommonListView requires its EntryWidgetClass to implement UserObjectListEntry. This requirement is correctly enforced by the Entry Widget Class dropdown, which filters out widgets that only implemen ...

Skeletal Mesh BLAS updates when not animating

UE - Rendering - Architecture - RHI - Dec 19, 2025

The BLAS for Skeletal Meshes that don't move, or tick get updated every frame even if the animation and skin cache aren't updated. This adds over 1ms to update time. The only exception is if the sk ...