Functions referenced via a Property Access node don't appear in blueprint Find By Class Member results

UE - Runtime - Anim BP - May 22, 2026

Finding Reference By Class Member fails to find references to bp functions from property access nodes. ...

Property Access nodes fail to display variable data in SM transition tooltips

UE - Runtime - Anim BP - May 22, 2026

The data shown in the transition tooltip is generated via SKismetLinearExpression::MakeNodeWidget. The issue is that while UK2Node_VariableGet have specific functionality to display the variables a ...

Non-determinism in StaticMeshComponent::BodyInstance when cooking LevelInstances

UE - Runtime - Simulation - May 21, 2026

A licensee reported that serialization of LevelSequence with StaticMeshActor with default collision for which mesh has NoCollision profile is not deterministic. The issue seems to be in the fact tha ...

Non-determinism when cooking a UProceduralMeshComponent

UE - Framework - Components - May 21, 2026

We received a report from a licensee that UProceduralMeshComponent cook is not deterministic. This is related to the ProcMeshBodySetup member and the fact the UProceduralMeshComponent code changes t ...

FNiagaraRendererMeshes::GetDynamicRayTracingInstances(...) corrupting GPUScene when rendering multiple views

UE - Rendering - Features - Ray Tracing - May 20, 2026

When rendering a game in splitscreen using Lumen HWRT, Nanite and a large number of Niagara Mesh Particles 1mil+, various meshes and actors will stop rendering. Setting r.RayTracing.Geometry.Niagar ...

[Configuration] Exported Presentations do not adhere to "Visible Configuration" settings and display all Configurations

TM - Tools - May 19, 2026

Reported in SF [Link Removed] Exported Presentations do not respect the "Visible Configuration" settings set for the Presentations and instead display all Configurations regardless of whether they ...

VSM r.Shadow.Virtual.UseReceiverMaskDirectional Breaks Cache Behavior Overrides

UE - Rendering - Features - Shadows - May 19, 2026

Since 5.7 this CVAR has been turned on by default and it ibreaks / prevents shadow cache behaviour to be set as we used to in 5.6 on meshes when r.Shadow.Virtual.UseReceiverMaskDirectional 1 Most o ...

ApplyLocalExposure uses Output_ExtentInverse instead of Output_ViewportSizeInverse for bilateral grid UV

UE - Rendering - Features - May 18, 2026

The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...

TObjectPtr property on struct can point to the archetype instead of the object

UE - Framework - Blueprint - May 18, 2026

After creating the BP derived class and starting PIE, the problem pointer is set to the owning component as expected. However, after the component’s constructor, FObjectInitializer::InitProperties c ...

[Enhanced Input] Chord trigger fails when its referenced action lives in a lower-priority IMC

UE - Gameplay - Input - May 18, 2026

Summary A UInputTriggerChordAction does not fire when the action it references (the "chording action") is mapped in a different Input Mapping Context with a lower priority than the IMC containing the ...