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 ...

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 ...

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 ...

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 ...