FMovieSceneSkeletalAnimationParams::MapTimeToAnimation returns the wrong value if InFrameRate is not the Tick Resolution

UE - Anim - Sequencer - Jan 16, 2026

FMovieSceneSkeletalAnimationParams::MapTimeToAnimation takes in an FFrameTime and FFrameRate and is supposed to tell you which frame of animation that evaluates to, when accounting for looping, play ...

Character unnecessary step down during PHYS_Flying mode

UE - Gameplay - Player Movement - Jan 15, 2026

When MovementMode is set to PHYS_Flying, the character may unexpectedly step down by MaxStepHeight when colliding with a wall near a ceiling. This occurs because UCharacterMovementComponent::StepUp ...

'Hide Unconnected Pins' Button in the Blueprint Node Details Panel Disconnects SubPins with Connections

UE - Framework - Blueprint - Jan 14, 2026

Given a get node with a struct output, if "Split Struct Pin" is used on the struct and one of that struct's outputs are connected to another node, it does not count as a used pin when the base get n ...

Curve Retargeting does not work with SourcePose retarget mode

UE - Anim - Rigging - Retargeting - Jan 14, 2026

Currently we build what source curves we are going to remap is done inside of: FIKRetargetCurveRemapOp::AnimGraphPreUpdateMainThread But in our ikretarget processor code we skip calling that functi ...

Detaching a component with "KeepRelative" location rule can result in incorrect location on client

UE - Networking - Jan 13, 2026

When receiving a replicated detachment, USceneComponent::PostRepNotifies will call DetachFromComponent with the KeepWorldTransform detachment rule. If the component is detached on the server with th ...

USceneComponent::AttachToComponent may not be called on client depending on replication order

UE - Networking - Jan 13, 2026

If the component being attached is received first, OnRep_AttachParent will set bNetUpdateAttachment to true, so USceneComponent::PostRepNotifies will call AttachToComponent. If the attach parent is ...

HISM flickering when any character is visible

UE - Rendering - Architecture - RHI - Jan 12, 2026

On an NVIDIA GPU, Instanced Static Meshes can flicker when a Groom card or mesh LOD is visible. This appears related to an issue rendering the ISM into the Scene Depth. At the end of the Prepass, t ...

Light Function Materials containing a Texture Sample and Rotator nodes will fail RHI Validation

UE - Rendering - Architecture - RHI - Jan 12, 2026

Using a Light Function Material that contains a Texture Sample and Rotator nodes will cause RHI Validation to fail with the following error: LogOutputDevice: Error: Ensure condition failed: Bindings ...

Temporal blur artifacts on Geometry Cache Components in Blueprint actor

UE - Editor - Content Pipeline - Alembic - Jan 9, 2026

When a Geometry Collection is in a Blueprint, attached to other components, it can render incorrect motion vectors at some angles. In the test project, any angle that is not a multiple of 45 will re ...