Adding weights to bones doesn't properly update skeltree

UE - Anim - Rigging - Skeletal Editor - Feb 5, 2026

Rounding of conversion of anim length into frames add an empty frame to the animation

UE - Editor - Content Pipeline - Import and Export - Feb 5, 2026

cf. https://forums.unrealengine.com/t/gltf-import-bug-animations-have-an-entire-extra-frame-when-source-animation-is-slighly-above-target-length/2697309 The GLTF importer adds an extra frame to the ...

"Could not find static actor" errors on standalone editor client when connecting to PIE server

UE - Networking - Iris - Feb 4, 2026

This seems to be due to how FObjectReferenceCache and UEngineReplicationBridge handle remapping object paths for PIE. When creating the object reference handle, the object’s path should get renamed ...

Mass entities initializing fragments on the incorrect archetypes due to shared CreationContext

UE - AI - Mass - Feb 3, 2026

UMassAgentSubsystem::HandlePendingInitialization creates a single FEntityCreationContext that is reused across all iterations of the PendingAgentEntities loop. When SpawnEntities eventually calls in ...

SimpleStreamableAssetManager: Memory Bloat/Leak in AssetIndexToBounds4Index

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

Overview: A report has been received regarding a memory leak that eventually leads to OOM crashes when s.StreamableAssets.UseSimpleStreamableAssetManager=1 is enabled. In projects that utilize this ...

UMovieSceneAudioSection delegates do not get bound to recycled audio components

UE - Anim - Sequencer - Feb 2, 2026

When audio sections have delegates bound to things like SetOnAudioFinished and that audio section ends up being played through a recycled audio component inside UMovieSceneAudioSystem, the delegates ...

Enabling MobileHDR on Meta Quest 3 device causes intermittent hang in splash screen

UE - Platform - XR - Feb 2, 2026

Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...

Hard shadow edges appear when using Displacement Fade on a Nanite tessellated landscape

UE - Rendering - Graphics Features - Shadows - Feb 2, 2026

A hard shadow edge occurs when displacement fade is enabled on a Nanite landscape with tessellation. This occurs on the edge between two clipmap levels of the VSM. The artefact can be somewhat red ...

Crash when Background Blur is added with Instanced Stereo enabled

UE - Editor - UI Systems - UMG - Jan 26, 2026