Separate out GameApplication onCreate additions always needed vs non-PSO processes

Separate out GameApplication onCreate additions always needed vs non-PSO processes by adding <GameApplicationOnCreateAdditionsAlways> for current case and moving <GameApplicationOnCreateAdditions> t ...

Crash when Background Blur is added with Instanced Stereo enabled

UE - Editor - UI Systems - UMG - Jan 26, 2026

Textures from Data tables do not work with Clip with UV Mask.

UE - Anim - Mutable - Jan 23, 2026

Currently this workflow fails to generate in mutable, but using static paramters for textures do work. ...

PCG Volume does not regenerate after being moved through a sequencer sequence

UE - World Creation - Procedural Tools - PCG Component - Jan 23, 2026

Any transform modifications on the PCGVolume by Sequencer use USceneComponent::SetRelativeTransform directly and are not tracked by the TrackingManager (FPCGTrackingManager::OnObjectPropertyChanged ...

Texture streaming uses ISM component bounds instead of closest ISM instance

UE - Rendering - Architecture - Jan 22, 2026

When regular texture streaming is used (not virtual textures), the largest mips are always loaded for ISM mesh textures whenever the camera is inside the bounds of the ISM even if the instances are ...

Chaos Cloth Asset - Wrong vertex colors imported from the StaticMeshImport node.

UE - Simulation - Visual - Jan 22, 2026

The StaticMeshImport and SkeletalMeshImport nodes don’t have the correct vertex colors imported into the Cloth Asset. ...

Unable to use AnimInstance metadata when using Passthrough Skeletal Mesh Component.

UE - Anim - Mutable - Jan 22, 2026

With the standard non-passthrough flow you set the AnimBP on the SkeletalMesh node itself. With the passthrough SkeletalMeshComponent node I see no place to set the AnimBP. While I can set this manu ...

StaticMesh export to FBX crashes if UVElements has more channels than VertexInstanceUVs

UE - Editor - Content Pipeline - FBX - Jan 22, 2026

As indicated in the repro steps, we have a StaticMesh asset that, for some reason, has a mismatch in their serialized bulk data where:MeshDescription->GetNumUVElementChannels() == 2FStaticMeshConstA ...