Niagara GPU Distance Field collision uses only the first view in split-screen, causing collision to drop out for other players when view 0 loses Global DF coverage

UE - Niagara - Feb 17, 2026

In split-screen, Niagara GPU Distance Field collision appears to be evaluated against only the first view passed into the Niagara GPU sim (view index 0), rather than per split-screen view. Because G ...

Issue during the CapturingScene phase when having Nanite mesh as source component for HLOD Generation

UE - World Creation - Worldbuilding Tools - Feb 17, 2026

When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...

Bug - Vertex Interpolator exposing parameters to instance even if its not connected

UE - Rendering - Architecture - Materials - Feb 17, 2026

Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...

Blackboard decorator node does not abort lower-priority nodes

UE - AI - Feb 16, 2026

When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...

Distance Field Shadows do not work with Nanite meshes

UE - Rendering - Graphics Features - Nanite - Feb 16, 2026

Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...

Material Parameter Collection Track doesn't work in UMG Preview from 5.7

UE - Editor - UI Systems - UMG - Feb 12, 2026

The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...

FDetailGroup::AddGroup does not correctly apply the default expansion state for DetailGroups

UE - Editor - Verse Class Editor - Feb 10, 2026

There is a bug affecting DetailGroups in the engine. When adding child DetailGroups to a parent DetailGroup, the expansion state does not behave as expected and ignores the flags intended to control ...

Directly opening a modified map asset of a streaming sublevel does not always force it to be reloaded (inconsistent with other map open behaviors)

UE - World Creation - Worldbuilding Tools - Feb 10, 2026

When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...

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 ...

Animation compression deadlock

UE - Runtime - Anim BP - Feb 5, 2026

The deadlock occurs when attempting to cancel compression during animation sequence destruction. The compression thread ends up deadlocking with the game thread, which is the one requesting the canc ...