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 may not be replicated to clients

UE - Networking - Jan 13, 2026

Because the archetype for scene/static mesh components has a null value for AttachParent, there are some situations where changes to a replicated component's AttachParent are not replicated to clien ...

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 ...

bWeldSimulatedBodies not replicated with attachment

UE - Simulation - Core - Jan 13, 2026

The bWeldSimulatedBodies attachment parameter is not replicated to clients, both in USceneComponent's attachment replication handling and in AActor's FRepAttachment struct. If AttachToComponent is c ...

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 ...

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 ...

Inconsistent Behavior in TextureLODGroups when setting NumStreamedMips=0

UE - Rendering Architecture - Jan 8, 2026

A licensee has reported that it is not possible to disable texture streaming of a given TextureLODGroup by setting "NumStreamedMips=0" in their device profiles. Currently, using 0 results in the sam ...

OverrideVertexColor causes a crash on mobile renderer

UE - Platform - Mobile - Jan 8, 2026

Setting Allow CPU Access on the mesh, or setting bSupportsManualVertexFetch=1 in Engine.ini, avoids the crash. ...