Landscape HLODs are broken in 5.7.2 (Github Release branch)

UE - World Creation - Worldbuilding Tools - HLOD - Feb 6, 2026

Landscape HLODs are broke when build from Editor. See repro steps above. I have not provided a repro project as it uses the open world starter map. Note that current Main has additional bugs that o ...

DynamicMaterialParameters Niagara module resets write flags on emitter update

UE - Niagara - Feb 4, 2026

When using the DynamicMaterialParameters Niagara module in UE 5.6, 5.7, and UE5-Main (CL 50298778), updating an emitter causes Boolean values, such as Index0Float0Write, to reset to default values, ...

Approximate HLOD: Default materials are not compatible and get rejected by FMaterialUtilities::IsValidFlattenMaterial when forcing their use

UE - World Creation - Worldbuilding Tools - HLOD - Feb 3, 2026

The Approximated Mesh HLOD layer cannot use its default materials: FullMaterialBakeOutputMaterial_PackedMRS and FullMaterialBakeOutputMaterial. The Param2D names are incompatible and the materials ...

Tooltips not appearing in Editor when hovering over assets due to Slate Cursor Move settings

UE - Editor - UI Systems - Slate - Feb 3, 2026

User noticed that when Slate.EnableSyntheticCursorMoves is set to false the editor UI tooltips no longer display. As noted by the user, modifying Slate.CursorSignificantMoveDetectionThreshold to at ...

MRQ reports missing frames when rendering multiple cameras on a Sequencer camera track with Temporal Sample Count > 1

UE - Virtual Production - Tools - MRQ - Feb 2, 2026

If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following erro ...

Textures from Data tables do not work with Clip with UV Mask.

UE - Anim - Mutable - Jan 23, 2026

Currently this workflow fails to generate in mutable, but using static paramters for textures do work. ...

UEditorEngine::OnAllPIEInstancesStarted() called prematurely, multiple times, while PIE clients are starting

UE - Gameplay - Jan 21, 2026

Context UEditorEngine::OnAllPIEInstancesStarted() is a virtual function that gets called when launching Play-in-Editor. It can be overridden if the game project chooses to introduce a subclass of U ...

Material Analyzer misreports static params for Material Layers

UE - Rendering - Architecture - Materials - Jan 20, 2026

When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...

Optimize closing the Material Editor and Material Instance Editor

UE - Rendering - Architecture - Materials - Jan 15, 2026

[Link Removed] We always need to build texture data which requires building debug view mode shaders to do some rendering to get texture densities. Can we find another way to do this? Can we at le ...

Detaching a component may not be replicated to clients

UE - Networking - Jan 13, 2026

Because the archetype for scene/static mesh components has a null value for AttachParent, there are some situations where changes to a replicated component's AttachParent are not replicated to clien ...