When Constrain Aspect Ratio is enabled, the display position of DrawDebug rendering becomes misaligned

UE - Editor - Developer Usability - Jan 21, 2026

Display DrawDebugSphere at the DefaultPawn's positionSet bConstrainAspectRatio=true on the DefaultPawn's CameraComponent Setting bConstrainAspectRatio=true in CameraComponent causes DrawDebug renderi ...

Multicast RPCs may be sent to clients in a different level with Replication Graph

UE - Networking - Jan 20, 2026

UReplicationGraph::ProcessRemoteFunction does not check if the client has the same loaded world as the server when sending a multicast RPCs. For actors that are persisted partway through a seamless ...

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 ...

[Enhanced Input] The action instance data is incorrectly reset when you call "Add mapping context" on the same mapping multiple times

UE - Gameplay - Input - Jan 16, 2026

This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...

Clearcoat material behaves differently between 5.5 and 5.7

UE - Graphics Features - Jan 16, 2026

Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...

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 ...

Character unnecessary step down during PHYS_Flying mode

UE - Gameplay - Player Movement - Jan 15, 2026

When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...

Curve Retargeting does not work with SourcePose retarget mode

UE - Anim - Rigging - Retargeting - Jan 14, 2026

Currently we build what source curves we are going to remap is done inside of: FIKRetargetCurveRemapOp::AnimGraphPreUpdateMainThread But in our ikretarget processor code we skip calling that functi ...