Mover | FStanceModifier adjustment teleport on Crouch/Uncrouch can fail when child components intersect world

UE - Gameplay - Player Movement - Mover - Feb 3, 2026

Context When crouching and uncrouching with Mover’s DefaultMovementSet, the pawn capsule’s half height is changed. This behavior mimics the CharacterMovementComponent. To ensure the pawn’s feet sta ...

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 ...

Tooltips not appearing in Editor when hovering over assets due to Slate Cursor Move settings

UE - Editor - UI Systems - Slate - Feb 3, 2026

User noticed that when Slate.EnableSyntheticCursorMoves is set to false the editor UI tooltips no longer display. As noted by the user, modifying Slate.CursorSignificantMoveDetectionThreshold to at ...

Material Functions are incorrectly listed in the Layer Asset list

UE - Rendering Architecture - Materials - Feb 3, 2026

Since UE 5.7, Material Functions are included in the Layer Asset list of the Material Layers of an instanced material using material layers. It is also possible to drag and drop Material Functions ...

“S” key fails to add key to transform when additive track Is locked

UE - Anim - Sequencer - Feb 2, 2026

When an additive transform track is locked, pressing the “S” key does not add a new key to the sequence. No key is added to either the additive track or the base transform track. What the user expe ...

MRQ reports missing frames when rendering multiple cameras on a Sequencer camera track with Temporal Sample Count > 1

UE - Virtual Production - Tools - MRQ - Feb 2, 2026

If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following erro ...

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

UE - Graphics Tools - Terrain - 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 ...

Compatible Skeleton Animation does not retarget the same on duplicate skeleton

UE - Anim - Rigging - Retargeting - Jan 29, 2026

If a mesh is exported from the engine, reimported as a new skeleton and mesh, and then marked as a compatible skeleton. Animation will have slightly different rotations playing on the skeleton. ...

Crash when enabling Nanite on a Mesh using an OptimusDeformer

UE - Anim - Rigging - Deformer - Jan 29, 2026

When a skeletal mesh has a deformer present and then nanite support is enabled and applied. (the deformer in question was hsasset://DeformerGraph/Deformers/DG_LinearBlendSkin_Morph_Cloth_RecomputeNo ...

Incorrect geometry for OnMouseMove event on Slider with RightToLeft flow direction

UE - Editor - UI Systems - Slate - Jan 28, 2026

When a slider is in RTL flow direction, and thus its position is changed, the handle is not drawn at the correct position during mouse drag. Instead, the handle draws as if the slider was not moved ...