Material Analyzer misreports static params for Material Layers

UE - Rendering - Architecture - Materials - Jan 20, 2026

When analyzing materials that use Material Layers, Material Analyzer reports that multiple Material Instances “share the same static parameter array” and therefore recommends reparenting so that onl ...

[Enhanced Input] The action instance data is incorrectly reset when you call "Add mapping context" on the same mapping multiple times

UE - Gameplay - Input - Jan 16, 2026

This is somewhat related to [Link Removed] Closed and was brought up by a [Link Removed] Setting the CVar input.bRespectIM ...

Clearcoat material behaves differently between 5.5 and 5.7

UE - Graphics Features - Jan 16, 2026

Starting with Unreal Engine 5.7, specular reflections on clearcoat Materials are less pronounced. Unreal Engine 5.5 tests performed on //UE5/Release-5.5/, CL: 41545209 ...

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 ...

Editor ensure in USceneComponent::OnComponentDestroyed during Blueprint compilation GC

UE - Framework - Blueprint Runtime - Jan 15, 2026

An editor-only ensure can trigger during BP compilation when garbage collection cleans up transient components created as part of component replacement. During recompilation, old component instances ...

'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 ...

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 ...