anim notify states are triggered when updating thumbnails

UE - Anim - Runtime - Feb 19, 2026

The issue is that FAnimationSequenceThumbnailScene::SetAnimation calls referesh bone transforms which will trigger notify states present at the midpoint of the animation (as the thumbnail code sets ...

Precaching global shaders with r.PSOPrecache.GlobalShaders = 2 crashes on startup

UE - Rendering - Architecture - RHI - Feb 19, 2026

A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...

Subsequence time scale does not display accurately in preview.

UE - Anim - Sequencer - Feb 18, 2026

Using time scale in the subsequences leads to mismatch between rendered image and editor view. This makes it hard to related the content to each other. ...

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 ...

Issue during the CapturingScene phase when having Nanite mesh as source component for HLOD Generation

UE - World Creation - Worldbuilding Tools - Feb 17, 2026

When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...

Inconsistent VSM page behavior around the Dynamic Shadow Distance range

UE - Rendering - Graphics Features - Shadows - Feb 17, 2026

When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...

Bug - Vertex Interpolator exposing parameters to instance even if its not connected

UE - Rendering - Architecture - Materials - Feb 17, 2026

Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...

Blackboard decorator node does not abort lower-priority nodes

UE - AI - Feb 16, 2026

When a branch of a selector is deactivated, all auxiliary nodes and observer delegates are removed. If the branch is reactivated soon and the CurrentActiveNode remains unchanged, the behavior tree l ...

Distance Field Shadows do not work with Nanite meshes

UE - Rendering - Graphics Features - Nanite - Feb 16, 2026

Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...

Material Parameter Collection Track doesn't work in UMG Preview from 5.7

UE - Editor - UI Systems - UMG - Feb 12, 2026

The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...