When using the WebBrowser plugin, Korean input does not work if you type in a different input field from the one that was first used on Google.

UE - AI Workflows - UI Systems - Slate - Apr 7, 2026

In the updated search box, Korean text may not be entered initially. As a workaround, switching to another window using Alt+Tab (or activating a different window) and then returning to click the sea ...

When typing Korean in Slate using FTextInputMethodContext, characters outside a specific range are not entered

UE - AI Workflows - UI Systems - Slate - Apr 7, 2026

Descriptions After getting the below message LogTextStoreACP: Verbose: GetTextExt - From 33 to 34 A line break past that range is inserted. However, when typing Korean, the correct range is not s ...

StableSpringsSystem has lots of warnings

UE - Runtime - Deformable - Apr 6, 2026

System successfully compiled with 16 warnings. /Engine/Generated/NiagaraEmitterInstance.ush:2732:250: note: variable 'OutMaterialMultiplier' is declared here void SolveDistanceSpringMaterial_Emitter ...

Spot Light USD Export Produces Incorrect Intensity Values Based on Cone Angle and Source Radius

UE - Editor - Content Pipeline - USD - Apr 3, 2026

UPDATE: Should be fixed as of CL#52537078 (fb7af1) USD: Bake all frames of exposure animation tracks. When exporting Unreal Engine spot lights from a level to USD, lights with identical EV intensit ...

[StateTree] Cannot use SetLinkedStateTreeOverrides if the linked asset uses the same schema with a parent context data class of the root tree.

UE - AI - StateTree - Apr 3, 2026

If both assets have the same schema (StateTreeComponentSchema), but the root tree has the Context Actor class set to Character and the linked asset is using a Context Actor class of Pawn. So the sch ...

[Enhanced Input] Edge case where bShouldBeIgnored incorrectly being reset after FlushPressedKeys is called

UE - Gameplay - Input - Apr 2, 2026

[Link Removed] From UDN, the steps for their repro case: Normal case: Frame N : AddMappingContext → bShouldBeIgnored=true → FlushPressedKeys → bDown=false Frame N+1: OS IE_Repeat arrives → ...

Trying to view transient skeletal merged mesh crashes engine

UE - Runtime - Deformable - Mar 31, 2026

Using the Merge Meshes blueprint function within the Skeletal Merging Library. It does seem to work in that I see my merged mesh in a PIE environment, but if I double click on the transient mesh I g ...

Mutable: Child parameters hidden when intermediate Object Group uses "All Options"

UE - Runtime - Mutable - Mar 31, 2026

FCustomizableInstanceDetails::FillChildrenMap() unconditionally registers parent-child relationships via __ParentParamName metadata without verifying the parent exists in the active parameter list. ...

Mesh Reshape node with modified geometry from another skeleton explodes mesh.

UE - Anim - Mutable - Mar 31, 2026

Using the mesh reshape node with seperate meshes produces a broken mesh. An example project: Most if not all clothes will be originally made to fit the Average Male body. I'm trying to morph a tu ...