WP Builders: The Datalayer states forced in UWorldPartitionBuilder::LoadDataLayers can be lost

A licensee reported that Datalayers that are added to UWorldPartitionBuilder::IncludedDataLayers in a custom builder PreRun are not respected.   I used the minimap builder to debug the state of t ...

Not possible to force the Skeleton attribute to None on a default asset pipeline preset

UE - Editor - Content Pipeline - Import and Export - Jan 9, 2026

I guess that when the default value of the pipeline is None, the editor will silently pick the skeleton that is in the same folder of where you are importing. If the UI is active you can then force ...

Velocity Scene Texture Data Integrity Issues

UE - Graphics Features - Jan 8, 2026

When a Post-Process Material uses the Scene Texture Material Expression, the following code is generated: ``` MaterialFloat2 Local0 = Parameters.TexCoords[0].xy; MaterialFloat2 Local1 = ClampSceneT ...

WP: Water surfaces are missing from the Minimap textures.

UE - Graphics Tools - Terrain - Water - Jan 8, 2026

The problem is caused by FWaterViewExtension::ShouldHaveWaterZoneViewData that prevents the water data from being updated in SceneCaptures. (re: FWaterViewExtension::SetupView) Removing the call to ...

Control Rig compile issue - Re-Entry of Instructions

UE - Anim - Rigging - Control Rig - Jan 8, 2026

Compiling a specific graph construction generates a compile error and blocks the execution of the graph. Sync to AnimSandbox CL 49645845 See attached picture and attached Control Rrig asset ...

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 ...

Global Weight of Slot Node is incorrect when fetched after using a Pose Cache

UE - Anim - Runtime - Anim Blueprints - Jan 7, 2026

When a montage slot node output is pushed to a Pose Cache and used in a Two-Way Blend, the value returned by GetSlotNodeGlobalWeight will be the current fractional value rather than the actual globa ...

FViewElementPDI::DrawLine calls for SDPG_World are not rendered in PIE or in Game

UE - Rendering - Architecture - RHI - Jan 7, 2026

When View.Family->EngineShowFlags.CompositeEditorPrimitives is false in the function RenderEditorPrimitivesForDPG. This code picks which version of the batched lines to renderconst FBatchedElements ...

Morph Targets fail to reset to zero

UE - Rendering - Architecture - RHI - Jan 6, 2026

"We have encountered a regression in UE 5.7 where Skeletal Mesh Morph Targets do not visually reset when all weights are set to 0.0. The mesh retains the deformation from the previous frame. This i ...

Out-of-Bounds Access During Partial Updates of ISMC Per-Instance Custom Data

UE - Graphics Features - Jan 6, 2026

When using instance custom data values, removing an instance and changing the number of custom data floats in sequence can cause an array-out-of-bounds crash. The underlying arrays are not resized ...