UBA: crash related to BeyongTrust PGHook.dll and Detour for local jobs.

UE - Core - Cpp Tools - UnrealBuildAccelerator - Oct 9, 2026

A license provided a log containing a UBA crash related to PGHook injecting itself when ISPC runs. ...

Mutable Material Switch node not working

UE - Runtime - Mutable - Oct 7, 2026

When using the Material Switch node in Mutable (UE5.8), I do not seem to get pins to wire in my Materials to switch between. Other switch nodes like Mesh Switch seem to work fine. ...

Montage preview does not stop the previous montage from another slot group

UE - Runtime - Animation - Oct 5, 2026

In the Animation Editor, when you open a montage that uses a different slot group, the previous montage keeps playing in the preview, and its notifies keep firing. If both montages have a section wi ...

Camera Component - Regression in Unreal 5.7+

UE - QA - Support - Oct 4, 2026

POST BODY:Summary Hey there - I’ve been sticking with Unreal Engine 5.6 for cinematics because of a regression that's been made to CineCameraActors (specifically the CameraComponent nested inside of ...

No Interface to Assign Modular Control Rigs in Sequencer with Blueprint

UE - ACT Character - Anim in Engine - Oct 2, 2026

To procedurally spawn ControlRigs in the sequencer through custom commands (needed to populate cinematic scenes automatically) we are using the interface provided by Editor Function Libraries, speci ...

UBT compiler output is garbled when run via UAT (Japanese system locale)

UE - Core - Cpp Tools - Oct 2, 2026

When UnrealBuildTool (UBT) is launched by UAT, for example by RunUAT.bat BuildCookRun build, localized (Japanese) MSVC error messages show up garbled in the console and in UAT's Log.txt. The UBT log ...

Mutable Chaos Cloth breaks when culling mesh affects mesh sections with cloth

UE - Runtime - Mutable - Sep 29, 2026

Encountering an issue since we updated to UE5.8 where characters whose cloth mesh sections have vertices culled will cause mesh degradation in editor and crashes in packaged builds. There are two i ...

GPU Scene reserved resources can break Niagara mesh preview rendering

UE - Rendering - Architecture - Niagara - Sep 28, 2026

When a Niagara emitter has multiple Mesh Renderers and each renderer draws a different subset of particles (via Renderer Visibility), all renderers are drawn using the color of particle index 0 in t ...

[Niagara][5.8] Data Channel Read and Write register with an identical type hash when fx.Niagara.DataChannels.Enabled is set from ini, hitting checkf in FNiagaraTypeRegistry::RegisterTypeInternal

UE - Rendering - Architecture - Niagara - Sep 28, 2026

Affects: 5.8 (verified on Release-5.8), Windows, EditorSummary Adding fx.Niagara.DataChannels.Enabled=true to an ini file makes the Niagara editor assert when a Data Channel Read is created. The sa ...

Light Function and Post Process domain material thumbnails show the default material

UE - Rendering - Architecture - Materials - Sep 25, 2026

Since 5.8, materials whose Material Domain is Light Function or Post Process no longer preview correctly in the editor. They render as the default material (WorldGridMaterial) instead of the materia ...