FEvaluateActorReferenceChannels don't run on GameThread

UE - CAPT - Sequencer - Aug 4, 2026

When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...

SplineMeshComponent resources leak

UE - Rendering - Features - Aug 3, 2026

A race condition occurs in the InitSplineVertexFactory_Internal }}function call, which is distributed across multiple threads. This causes {{FSplineMeshVertexFactory to be instantiated multiple time ...

Color picker widget auto-closes unnecessarily

UE - Editor - Developer Usability - Aug 3, 2026

A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change e ...

Intermittant motion blur issues in content heavy scenes

UE - Rendering - RHI - Jul 30, 2026

When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...

UGS "Copy to Workspace" copies a preset's categories but not its Custom View

UE - Foundation - UGS - Jul 30, 2026

Options -> Presets -> Copy to Workspace copies the selected preset's category choices into the workspace sync filter but drops the preset's Custom View lines. Binding the same preset through the Syn ...

UGS Sync Filter preset dropdown reverts to empty on reopen

UE - Foundation - UGS - Jul 30, 2026

In the Sync Filter dialog (Options -> Sync Filter -> Current Workspace), selecting a preset and clicking OK saves the selection correctly and it is applied at sync time, but reopening the dialog sho ...

Virtual Texture Collection doesn't show correct mip level

UE - Rendering - Architecture - Jul 30, 2026

Textures from VirtualTextureCollections appear blurry because the correct mip level isn’t shown unless FVirtualTextureCollectionResource::InitRHI is modified in VirtualTextureCollection.cpp withProd ...

Skeletal mesh LODs never stream up under SSAM: FSkeletalMeshSceneProxy caches ForceStreamedLOD and is never re-gathered

UE - World Creation - Worldbuilding Tools - Jul 29, 2026

UE 5.8, cooked build, SSAM enabled (s.StreamableAssets.UseSimpleStreamableAssetManager=1, required by FastGeo). Symptom: characters spawn at a crude LOD and can never stream up for the lifetime of ...

FZipArchiveCompressTest failing to compile in non-editor Development builds

MetaHuman - Jul 28, 2026

`ZipArchiveTest.cpp` fails to compile for non-editor targets in Development configuration. `FZipArchiveCompressTest::RunTest` constructs `FZipArchiveReader`, which is editor only, but that section ...