Having a block in layout before switching to overlay strategy affects the overlay output.

UE - Anim - Mutable - Mar 5, 2026

Issue: If "Resizable" Layout Strategy contains a block, it will influence the "Overlay" Layout Strategy. Expected behavior: When using "Overlay" Layout Strategy, it should disregard whatever the "R ...

StateTree: While editing State Parameters or exposed properties of a Condition/Task, an ensure() fires when editing inputs of a Property Function bound to an array element

UE - AI - StateTree - Mar 5, 2026

Consider an array property that can be edited in the StateTree editor. This can be a State Parameter or an exposed property of a Condition or Task, for example. Each element of the array can be boun ...

Engine crashes when renaming assets inside an L10N folder.

UE - Editor - UI Systems - Localization - Mar 3, 2026

The engine crashes when renaming a localizable asset inside an L10N folder. The engine attempts to associate it with the original localizable asset, but it is unable to find it and ends up accessing ...

Parent Socket property is not set from k2_attach_to

UE - Framework - Components - Feb 26, 2026

To speed up our process of creating control rig assets we are working on a Python script to automate this process. We have an issue when we try to attach a static mesh component to a socket of a ske ...

Clear coat bottom normal does not seem to work properly with virtual textures

UE - Rendering - Graphics Features - Feb 26, 2026

Clear coat bottom normal does not seem to work properly with virtual textures. Different virtual textures plugged into the material's base color can yield different clearcoat bottom normal results. ...

STAT_StaticMeshTotalMemory increases after repeated loading and unloading of a level containing Nanite static meshes

UE - Rendering - Graphics Features - Nanite - Feb 26, 2026

The issue appears to be caused by a mismatch in the value returned by GetResourceSizeBytes(EResourceSizeMode::Exclusive) between InitResources() and ReleaseResources(). At InitResources(), the repo ...

Nanite displacement issue when using along non-uniform scaling

UE - Rendering - Graphics Features - Nanite - Feb 26, 2026

Nanite Tessellation displacement direction is incorrect for landscapes with non-uniform scales. It seems to use the normal from the unscaled landscape, which can result in the displacement causing t ...

InvariantLeft and InvariantRight justification mispositions wrapped multi-line text

UE - Editor - UI Systems - Feb 26, 2026

When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...

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. ...

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 ...