Modular rig - Hindleg thigh bug when switching from IK to FK

UE - Anim - Rigging - Control Rig - Mar 16, 2026

The thigh FK controller of the hingleg in modular rig doesn't move the thigh bone, causing bad deformation on the mesh around character's thigh area. ...

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

UE - Editor - 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 - Foundation - 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 ...

NDC Sorting Incorrect

UE - Niagara - Rendering - 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 ...

Nanite Skeletal Mesh ignores Hidden Material Section flag

UE - Rendering - Graphics Features - Nanite - Mar 11, 2026

Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via ShowMaterialSection(). Consequently, the Isolate checkbox for material slots in ...

Nanite culling breaks on scaled object with displacement when camera enters displacement area

UE - Rendering - Graphics Features - Nanite - Mar 9, 2026

Nanite tessellation, only supports calculating displacement in local space and everything gets scaled with the object scale, which is often undesirable. If the camera enters inside the area allocate ...

Panini Lens Projection and Post Process buffers broken

UE - Rendering - Graphics Features - Mar 9, 2026

Panini Lens Distortion does not appear to affect some buffers (SceneDepth, CustomDepth, WorldNormal, etc.) consistently. These buffers behaved correctly in 5.3 ...

LevelStreamingPersistence: BP added components don't persist properties in PIE until map actor resave

UE - World Creation - Worldbuilding Tools - Mar 6, 2026

Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...