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 ...

SimpleStreamableAssetManager: Memory Bloat/Leak in AssetIndexToBounds4Index

UE - World Creation - Worldbuilding Tools - Feb 3, 2026

Overview: A report has been received regarding a memory leak that eventually leads to OOM crashes when s.StreamableAssets.UseSimpleStreamableAssetManager=1 is enabled. In projects that utilize this ...

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 ...

UMovieSceneAudioSection delegates do not get bound to recycled audio components

UE - Anim - Sequencer - Feb 2, 2026

When audio sections have delegates bound to things like SetOnAudioFinished and that audio section ends up being played through a recycled audio component inside UMovieSceneAudioSystem, the delegates ...

“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 ...

Enabling MobileHDR on Meta Quest 3 device causes intermittent hang in splash screen

UE - Platform - XR - Feb 2, 2026

Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...

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

UE - Graphics Features - Shadows - 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 ...