Audio Memory Growth While Paused

UE - Audio - Feb 26, 2026

User has provided a trace file attached to case. User experiencing going out of memory during gameplay with console command "Pause" activated. Using 5.6 from Perforce in the Release-5.6.0 stream at ...

Clustered Deferred Shading relies on r.Nanite.ProjectEnabled Cvar

UE - Rendering - Graphics Features - Shadows - Feb 25, 2026

When Nanite is disabled at the project level with r.Nanite.ProjectEnabled=0, clustered deferred shading stops working. This happens because the FDeferredShadingSceneRenderer::RenderLights method doe ...

Enhanced Input: RebuildControlMappings loses information about the last state of a trigger

UE - Gameplay - Input - Feb 25, 2026

When two input actions are bound to the same "pressed" key in the same IMC & one is set to RebuildControlMappings, the input of the other will trigger indefinitely while the key is held down. ...

Skeletal mesh reimport via legacy import creates duplicate Mesh sockets

UE - Editor - Content Pipeline - Import and Export - Feb 25, 2026

Reimporting a Skeletal Mesh via legacy import duplicates mesh sockets. The issue does not reproduce when using the Interchange pipeline. ...

Cook Non-Determinism in USplineComponent

UE - Editor - Feb 25, 2026

1. Non-Deterministic LastAuthority Serialization LastAuthority is assigned in USplineComponent::Serialize. Its value depends on the order in which the object and its archetype are serialized, leadi ...

Crash caused by a race condition in Nanite::DispatchBasePass()

UE - Rendering - Graphics Features - Nanite - Feb 25, 2026

Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...

Cluster Group Index Causes Incorrect Break Events in Geometry Collections

UE - Simulation - Visual - Feb 25, 2026

More details in this [Link Removed] ...

Visual discrepancy between lighting in Cloud Presenter and editor viewport

TM - Rendering - Feb 24, 2026

Reported in SF [Link Removed] In this user’s scene, the lighting in the Cloud Presenter does not match the lighting in the editor viewport. The Cloud scene is notably darker than the editor. The s ...

Motion Matching FPS instability causes jittering when using the root offset node

UE - Anim - Gameplay - Feb 23, 2026

Offset root node is affected by frame rate and produces jitter in it's motion across various settings and styles. ...

Occlusion Queries for Static Meshes with ERuntimeVirtualTextureMainPassType::Exclusive

UE - Rendering - Architecture - Feb 20, 2026

Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...