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 ...

Path Tracer Normals Issue

UE - Rendering - Graphics Features - Path Tracer - Oct 29, 2025

Path Tracing normal maps reflect light differently than Lit, and do not look accurate. Also observed in //UE/Release-5.6, CL: 45232827 ...

UAbilitySystemComponent's CurrentMontageStop() function does not use OverrideBlendOutTime Float Parameter.

UE - Gameplay - Jul 2, 2019

In the attached example, the third person mannequin character's BeginPlay() runs an Ability_Task which starts an animation montage. In the task it is specified that the blend out time (BlendOutTime ...

Setting AnimationMode to "UseAnimationAsset" inside Sequencer might not be set properly.

UE - Anim - Sequencer - Sep 30, 2024

Adding a new key inside a LevelSequence that changes the AnimationMode of a SkeletalMesh to "Use Animation Asset" can bug out the AnimationMode constantly change between "UseCustomMode" and "UseAnim ...

Visibility track key value is no longer the inversion of the bound bHidden property

UE - Anim - Sequencer - May 13, 2026

Regression introduced in UE 5.7. Works correctly in UE 5.6. Up to UE 5.6, the bool value written to the Visibility track's BoolCurve was the inversion of the underlying bound property (e.g. AActor: ...

Static/stationary child actor components are invisible and/or move position when placed inside a dynamically loaded level

UE - Framework - Components - Oct 31, 2024

When loading a non-world partitioned level into a persistent world partitioned level, parent actors with child actor components within the loaded map will move position or become invisible. Within t ...

In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled

UE - Simulation - Visual - Jun 30, 2025

In a Geometry Collection, enabling Nanite Fallback in a Nanite Enabled collection won't generate a Physics Body when Nanite is disabled. To verify this, follow the steps provided in the Steps to Re ...

Audio Memory Growth While Paused

UE - Audio - Feb 26, 2026

User has provided a trace file attached to case. User experiencing going out of memory during gameplay with console command "Pause" activated. Using 5.6 from Perforce in the Release-5.6.0 stream at ...

CommonUI Analog Cursor + Enhanced Input triggers cause Gamepad Face Button Bottom triggers to get stuck when alt-tabbing

UE - Gameplay - Input - Jun 18, 2024

Reproduction rate: 5/5 Regression check: No, this also occurs in 5.4.2. Please note that this issue only reproduces with the Gamepad Face Button Bottom and does not occur for any other gamepad butt ...

Incorrect Lumen Scene direct lighting when objects behind masked landscape

UE - Rendering - Graphics Features - Lumen - Oct 5, 2025

When objects are placed behind or beneath a masked landscape and r.Lumen.HardwareRayTracing.SurfaceCacheAlphaMasking is enabled, the direct light evaluation is incorrect. There are two workarounds, ...