Virtual Texture does not stream high-resolution data when assigned as a UI material to a widget.

UE - Rendering - Architecture - Mar 23, 2026

When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...

Binding to a Post Process AnimBP in Sequencer Causes MovieScene to Run Every Phase Every Frame

zComponent - Archive - Mar 20, 2026

When binding to a Post Process AnimBP in Sequencer causes MovieScene to run the Spawn and Instantiation phase every frame. The code here explicitly looks at the AnimInstance on the Skeletal Mesh C ...

When CommonTabListWidgetBase and ScrollBox are arranged vertically, tabs within CommonTabListWidgetBase momentarily become selected when scrolling the ScrollBox upward

UE - AI Workflows - UI Systems - UMG - Mar 19, 2026

When attempting to scroll the ScrollBox upward, the cursor briefly shifts focus to another widget (CommonTabListWidgetBase). When logging this behavior using LogSlate VeryVerbose, it can be observed ...

JsonObjectToUStruct removes _ClassName from input FJsonObject, breaking repeated deserialization

UE - Core - Systems - Mar 18, 2026

FJsonObjectConverter::JsonObjectToUStruct removes _ClassName from nested JSON objects during deserialization. Removing Obj->RemoveField(ObjectClassNameKey) from ConvertScalarJsonValueToFPropertyWit ...

Dangling pointer + mem corruption related to OwnerLastRenderTimePtr

UE - World Creation - Worldbuilding Tools - Mar 16, 2026

We've been seeing asserts and crashes related to OwnerLastRenderTimePtr. We've traced this to the mentioned pointer ending up dangling after using UActorComponent::Rename() on primitive components t ...

Cursor radius set via FSlateApplication::SetCursorRadius is ignored during FHittestGrid hit testing

UE - AI Workflows - UI Systems - Slate - Mar 16, 2026

The cursor radius configured through FSlateApplication::SetCursorRadius() is not respected during Slate hit testing. The radius value is correctly stored in FSlateApplication and passed into FHittes ...

UAbilityTask_SpawnActor::BeginSpawningActor may return true when SpawnedActor contains stale value

UE - Gameplay - Gameplay Ability System - Mar 15, 2026

UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...

GroomComponent: SetVisibility(false) causes per-frame simulation reset instead of stopping it

UE - Runtime - Deformable - Mar 12, 2026

UGroomComponent::TickComponent sets bResetSimulation = true every frame when the component is not visible. This causes NiagaraDataInterfaceHairStrands to triggering a full simulation reset every fra ...

NDC Sorting Incorrect

UE - Niagara - Mar 12, 2026

Using the new NDC BP nodes in 5.7 causes sorting to break; one system, regardless of world placement, is always drawn over the other. Even when the viewpoint puts the dominant system in the foregrou ...

Frame-locked sequencer intermittently triggers notify state end event

UE - Runtime - Animation - 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 ...