InvariantLeft and InvariantRight justification mispositions wrapped multi-line text

UE - AI Workflows - 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 ...

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 ...

Iris - Initially dormant actors not replicated if dormancy is not enabled

UE - Networking - Iris - Feb 16, 2026

With dormancy disabled, it seems that actors marked as dormant are not registered as expected with Iris. Even if the actor is woken up or flushed before making changes to its properties, the client ...

Iris - HitObjectHandle not resolved when receiving FHitResult

UE - Networking - Iris - Feb 12, 2026

This seems to occur due to an interaction between how Iris handles serializing the FGameplayAbilityTargetData_SingleTargetHit struct and how the FActorInstanceHandle HitObjectHandle in the FHitResul ...

Attached actors have AttachmentReplication marked as dirty every net update

UE - Networking - Feb 11, 2026

In AActor::GatherCurrentMovement, bWasAttachmentModified will be set to true if the actor’s root component has an AttachParent, even if none of the values in the AttachmentReplication struct have ch ...

Division by zero causing NaN/Inf on USkeletalMeshComponent::UpdateRigidBodyScaling() when setting scale to zero and back

UE - Runtime - Simulation - Feb 11, 2026

Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed [Link Removed] ...

Enum Compare Condition causes crash when resetting default value of right field in State Tree's Enter Conditions

UE - AI - StateTree - Feb 11, 2026

In FStateTreeCompareEnumCondition::GetDescription, the Left.Enum value is mistakingly used when setting the RightValue. This causes crashes when resetting the default value of the Right field in an ...

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 ...

Client disconnected due to MissingLevelPackage in editor with Iris and server streaming enabled

UE - World Creation - Worldbuilding Tools - World Partition - Feb 9, 2026

When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...