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 ...

Cluster Group Index Causes Incorrect Break Events in Geometry Collections

UE - Runtime - Deformable - Feb 25, 2026

More details in this [Link Removed] ...

Occlusion Queries for Static Meshes with ERuntimeVirtualTextureMainPassType::Exclusive

UE - Rendering - Architecture - Feb 20, 2026

Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...

Precaching global shaders with r.PSOPrecache.GlobalShaders = 2 crashes on startup

UE - Rendering - Architecture - RHI - Feb 19, 2026

A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...