<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Unreal Engine Issues - Latest Bugs]]></title><description><![CDATA[Latest Bugs and Feature Requests For Unreal Engine.]]></description><link>https://issues.unrealengine.com</link><image><url>https://issues.unrealengine.com/favicon.png</url><title>Unreal Engine Issues - Latest Bugs</title><link>https://issues.unrealengine.com</link></image><generator>RSS for Node</generator><lastBuildDate>Tue, 22 Sep 2026 21:07:30 GMT</lastBuildDate><atom:link href="https://issues.unrealengine.com/bugs" rel="self" type="application/rss+xml"/><item><title><![CDATA[Clay render ignores season for trees]]></title><link>https://issues.unrealengine.com/issue/TM-23776</link><guid isPermaLink="false">TM-23776</guid></item><item><title><![CDATA[ReturnUntouchedSceneColorForPostProcessing ignores view overrides and breaks splitscreen]]></title><description><![CDATA[<p>When a view extension uses ReturnUntouchedSceneColorForPostProcessing and uses split screen, the final view is incorrect (clipped) because ReturnUntouchedSceneColorForPostProcessing doesn't take into account the dest override.</p>




<p>This can be fixed with by changing FScreenPassTexture::CopyFromSlice in ScreenPass to take into account the override with:</p>

<p>CopyInfo.SourcePosition = FIntVector(ScreenTextureSlice.ViewRect.Min.X, ScreenTextureSlice.ViewRect.Min.Y, 0);</p>

<p>CopyInfo.DestPosition = OverrideOutput.IsValid()</p>

<p>  ? FIntVector(OverrideOutput.ViewRect.Min.X, OverrideOutput.ViewRect.Min.Y, 0)</p>

<p>  : CopyInfo.SourcePosition;</p>

<p>...</p>

<p>return FScreenPassTexture(OutputTexture, OverrideOutput.IsValid() ? OverrideOutput.ViewRect : ScreenTextureSlice.ViewRect);</p>

]]></description><link>https://issues.unrealengine.com/issue/UE-397385</link><guid isPermaLink="false">UE-397385</guid></item><item><title><![CDATA[Linux Crash Reporter can fail due to exceeding crash malloc space when generating the report]]></title><description><![CDATA[<p>On Linux a crashing process can fail to produce a crash report at all. The crash folder is created and contains CrashContext.runtime-xml and Diagnostics.txt, but the copied log file is 0 bytes, CrashReportClient is never launched, and nothing is uploaded. The process exits with code 1.</p>

<p>Two lines are written to stderr when this happens:</p>

<div class="preformatted panel" style="border-width: 1px;"><div class="preformattedContent panelContent">
<pre>MallocCrash run out of memory allocating 1048576 bytes, free 893392 bytes
Please increase LARGE_MEMORYPOOL_SIZE, exiting...</pre>
</div></div>

<p>These go to stderr rather than the log, and the process ends in _exit(1), so buffered stdout is lost. Redirect stderr to a file to capture them.</p>

<p><b>Cause.</b> Once a crash is being handled, GMalloc is replaced with FPlatformMallocCrash. Its large pool is 2MB and Free() is a no-op for that pool, so every allocation made while generating the report is permanent. Linux and Android are the only platforms that install this allocator. When the pool is exhausted the process calls RequestExit(true) and the report is lost.</p>

<p>Two allocations dominate the pool:</p>

<ul>
	<li>Copying the engine log into the crash folder goes through IPlatformFile::CopyFile, which allocates a scratch buffer of min(1MB, log size). Any log larger than 1MB therefore takes half the pool in a single allocation.</li>
	<li>The all-thread callstack dump grows with thread count and is not bounded, and the accumulated thread XML is copied rather than moved when handed to the serializer.</li>
</ul>


<p>The larger the crash context XML, the more likely this crash reporting failure becomes, so projects with many enabled plugins are affected first: the enabled plugin list is recorded in the crash context.</p>

<p><b>Workaround.</b> Set unix.CaptureAllThreadStacksOnCrash=false. This restores crash reporting in most cases, at the cost of losing the per-thread callstacks.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-397073</link><guid isPermaLink="false">UE-397073</guid></item><item><title><![CDATA[Unexpected offset when using attach tracks with scene root components]]></title><description><![CDATA[<p>We noticed an inconsistency when using attach tracks, depending on whether or not the parent actor has a default scene root. This creates an unintuitive behaviour for animators.</p>

<p>It can be reproduced in 5.7 and 5.8.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396912</link><guid isPermaLink="false">UE-396912</guid></item><item><title><![CDATA[5.8 Run Construction Script in Seqeuncer hiding control rigs]]></title><description><![CDATA[<p>Controls don't display in viewport if the container blueprint has "Run Construction Script in Sequencer" enabled. We've also noticed spawned control tracks temporarily disappearing from sequencer.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396910</link><guid isPermaLink="false">UE-396910</guid></item><item><title><![CDATA[World Partition - HLOD: baked HLOD textures contain unresolved runtime virtual texture content]]></title><description><![CDATA[<p>Baking HLODs for actors that sample Runtime Virtual Textures produces incorrect baked textures: blurry or unresolved RVT tiles, fully black tiles on the first bake of an editor session, and washed-out/overexposed tiles in the Normal/Metallic/Roughness/Specular channels. Rebuilding sometimes hides the problem; commandlet builds are more reliable than editor builds, which makes this intermittent and easy to ship unnoticed.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396827</link><guid isPermaLink="false">UE-396827</guid></item><item><title><![CDATA[USD Export – Support exporting all UDIM tiles when using “Bake Materials”]]></title><description><![CDATA[<p>Hi,</p>

<p>I noticed an issue when exporting USD assets that contain materials using <b>UDIM textures</b>.</p>

<p>When exporting USD, the <b>“Bake Materials”</b> option allows me to export the base textures and relink them correctly with the USD Preview Material. However, when the source texture is a UDIM/virtual texture, the export only includes the <b>first UDIM tile (1001)</b> and does not export the remaining tiles.</p>

<p>For example, if a material uses:</p>

<p><tt>MyTexture.1001</tt></p>

<p><tt>MyTexture.1002</tt></p>

<p><tt>MyTexture.1003</tt></p>

<p><tt>MyTexture.1004</tt></p>




<p>the USD export with <b>Bake Materials</b> only exports:</p>

<p><tt>MyTexture.1001</tt></p>




<p>This means the resulting USD asset does not contain the complete texture set and the material appearance is incorrect when opened in another USD-compatible application.</p>

<p>Feature request</p>

<p>Would it be possible to extend the <b>Bake Materials</b> USD export functionality so that, when a texture is detected as a <b>UDIM texture / virtual texture</b>, the exporter automatically exports <b>all available UDIM tiles</b>, rather than only the first tile?</p>

<p>Ideally, the exported USD Preview Material would also retain the UDIM texture pattern/reference so that all tiles are correctly resolved when the USD is opened in another application.</p>

<p>This would be especially useful for assets where UDIMs are commonly used.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396826</link><guid isPermaLink="false">UE-396826</guid></item><item><title><![CDATA[Visibility managemente in USD Stage Actor]]></title><description><![CDATA[<p>Working with a big USDStageActor is complicated due to visibility management. We are importing "simple" environments from usd files through the USDStageActor. However, when the artist wants to hide a section of the environment (an xform and all of its children) the only way we find possible is to hide all the mesh prims under that xform prim, which is complicated to do and impossible to maintain. Is there a way to fix that or another way to achieve that result?</p>




<p>We were trying to create a custom sequencer track to implement that behavior, though we haven't finished it yet.</p>




<p>This specially complicated when that visibility needs to be animated in a level sequence.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396824</link><guid isPermaLink="false">UE-396824</guid></item><item><title><![CDATA[Issue with importing alembic files: the skeletal mesh asset doesn't contain LOD description]]></title><description><![CDATA[<p>Helloo everyone!! 😄</p>

<p>We are experiencing an issue with <b>importing skeletal meshes from alembic</b>. For reference, this issue happens in vanilla engine 5.7.4, but it doesn't occur in versions 5.6.x.</p>

<p><b>1)</b> After importing an alembic the skeletal mesh asset doesn't contain LOD description. Just after the import when we want to open/use the asset we have a crash on <b>FSkeletalMeshModelingToolsEditorModeToolkit::OnEditorModeInitialized</b>.</p>

<p><span class="image-wrap" style="">[Image Removed]</span></p>

<p>The AssetLODModes array is empty. </p>

<p><b>2)</b> When we save the skeletal mesh asset and then after restart of the editor we want to load the asset it is trying to recover LOD info on the post load step of the asset l*oading(PostLoadRecoverConvertLODModelsToMeshDescription)*.</p>

<p>In most cases, it causes memory overflow and crashes the editor. The worst thing is that the recovery process is running without any prompt to the user. We have only a <b>“Waiting for skinned asset to be ready 0/1”</b> task popup and we have no option to skip it or trigger the LOD rebuild manually, after the recovery also looks like the asset is not marked as dirty and the process can be repeated after each restart of the editor.</p>

<p>The problem escalates because any load of the asset (our internal tools, validators or even native Unreal tools) triggers this time and memory consuming process of LOD recovery.</p>

<p>The callstack of time and memory consuming task:</p>

<p><em>UnrealEditor-SkeletalMeshDescription.dll!TMeshAttributeArrayBase&gt;::Insert(const int Index, const UE::Math::TVector &amp; Default) Line 192 C++ UnrealEditor-SkeletalMeshDescription.dll!TMeshAttributeArraySet&gt;::Insert(const int Index) Line 422 C++ UnrealEditor-Engine.dll!FAttributesSetBase::Insert(const int Index) Line 1769 C++ UnrealEditor-Engine.dll!FMeshElementContainer::Add() Line 82 C++ <span class="error">&#91;Inline Frame&#93;</span> UnrealEditor-Engine.dll!FMeshDescription::CreateVertex() Line 206 C++ UnrealEditor-Engine.dll!FSkeletalMeshLODModel::GetMeshDescription(const USkeletalMesh * InSkeletalMesh, const int InLODIndex, FMeshDescription &amp; OutMeshDescription) Line 1440 C++ UnrealEditor-Engine.dll!USkeletalMesh::PostLoadRecoverConvertLODModelsToMeshDescription() Line 3690 C++ UnrealEditor-Engine.dll!USkeletalMesh::ExecutePostLoadInternal(FSkinnedAssetPostLoadContext &amp; Context) Line 4085 C++</em></p>

<p><b>3)</b> Import options mostly default, unchecked Bake Matrix Animation</p>

<p><span class="image-wrap" style="">[Image Removed]</span></p>

<p>We are currently experimenting with different Alembic export/import options to find a solution. However, we would greatly appreciate any guidance or assistance you can provide us.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396815</link><guid isPermaLink="false">UE-396815</guid></item><item><title><![CDATA[SceneCaptureComponent2D destroys shared Lumen Radiosity atlases every frame, breaking temporal accumulation in the main view]]></title><description><![CDATA[<p>A <tt>USceneCaptureComponent2D</tt> with <tt>bCaptureEveryFrame = true</tt> and <b>default post process settings</b> causes <tt>FLumenSceneData::IndirectLightingAtlas</tt> and <tt>RadiosityNumFramesAccumulatedAtlas</tt> on the <b>shared</b> <tt>Scene-&gt;DefaultLumenSceneData</tt> to be set to <tt>nullptr</tt> every frame.</p>

<p>This permanently resets Lumen Radiosity temporal accumulation for the main view, producing severe indirect-lighting flicker — most visibly in Lumen Reflections on water. Direct lighting is unaffected, which makes the issue look like Radiosity noise rather than a resource-lifetime bug.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396764</link><guid isPermaLink="false">UE-396764</guid></item><item><title><![CDATA[Collection Manager's GetAssetsInCollection returns nothing for dynamic collections]]></title><link>https://issues.unrealengine.com/issue/UE-396182</link><guid isPermaLink="false">UE-396182</guid></item><item><title><![CDATA[Custom Debug Camera Is Not Respected If Set Anywhere Other Than Code]]></title><description><![CDATA[<p>The correct debug camera is no longer used if the class is set in a config file or within the Editor. When the debug camera is toggled on, the default will be used instead. If the class is set in code somewhere, the class will be used properly.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396138</link><guid isPermaLink="false">UE-396138</guid></item><item><title><![CDATA[Scrubbing the timeline in Sequencer can hang the editor when operating on constrained actors with complex control rigs]]></title><description><![CDATA[<p>The issue is caused by UAnimDetailsProxyManager::ForceUpdateProxyValue triggering evaluation of constraints that are attached to control rigs.  When scrubbing, requests to ForceUpdateProxyValue are repeatedly queued during the scrub action and then executed when the scrub stops.  This means we then call ForceUpdateProxyValue many times, evaluating whatever the constraint is attached to many times, which can cause frame rate issues or hangs when it’s a complex control rig.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-396133</link><guid isPermaLink="false">UE-396133</guid></item><item><title><![CDATA[Race condition in GetFunctionSig_Write() and other function signatures]]></title><description><![CDATA[<p>A race condition exists in GetFunctionSig_Write() and other places where FNiagaraFunctionSignature  is lazily initialized because multiple worker threads can progress past if (!Sig.IsValid()) and stomp on each other writing to the static FNiagaraVariable EmitVar (and potentially the static FNiagaraFunctionSignature Sig). We have seen this manifest when many Effect Instances using Data Channel write are spawned at the same time from a single system.</p>


<p>To mitigate, the signature initialisation can be moved inside a static lambda.</p>

<div class="preformatted panel" style="border-width: 1px;"><div class="preformattedContent panelContent">
<pre> 		static const FNiagaraFunctionSignature OutSig = []
		{
			FNiagaraFunctionSignature Sig;
			static FNiagaraVariable EmitVar(FNiagaraTypeDefinition::GetBoolDef(), TEXT("Emit"));
			EmitVar.SetValue(FNiagaraBool(true));
			Sig.Name = TEXT("Write");
#if WITH_EDITORONLY_DATA
			NIAGARA_ADD_FUNCTION_SOURCE_INFO(Sig)
			Sig.Description = LOCTEXT("WriteFunctionDescription", "Writes data into the Data Channel at a specific index. Values in the DataChannel that are not written here are set to their defaults. Returns success if the index was valid and data was written into the Data Channel.");
#endif
			Sig.bMemberFunction = true;
			Sig.bRequiresExecPin = true;
			Sig.bWriteFunction = true;
			Sig.bSupportsGPU = false;//Cannot use direct index writes on GPU as we write into one shared buffer with all DIs using the same NDC data.
			Sig.AddInput(FNiagaraVariable(FNiagaraTypeDefinition(UNiagaraDataInterfaceDataChannelWrite::StaticClass()), TEXT("DataChannel interface")));
			Sig.AddInput(EmitVar, LOCTEXT("ExecuteWriteFlagTooltip", "If true then the write is executed, if false then this call is ignored and no write occurs."));
			Sig.AddInput(FNiagaraVariable(FNiagaraTypeDefinition::GetIntDef(), TEXT("Index")));
			Sig.AddOutput(FNiagaraVariable(FNiagaraTypeDefinition::GetBoolDef(), TEXT("Success")));
			Sig.RequiredInputs = IntCastChecked&lt;int16&gt;(Sig.Inputs.Num());//The user defines what we write in the graph.
			return Sig;
		}();
		return OutSig;</pre>
</div></div>




]]></description><link>https://issues.unrealengine.com/issue/UE-396123</link><guid isPermaLink="false">UE-396123</guid></item><item><title><![CDATA[Motion blur artifacting in MetaHuman Crowd demo]]></title><description><![CDATA[<p>This issue was reported by a licensee and we also hit it during dev work on the crowds demo.  It seems that this may be a general issue with motion vectors and teleporting actors as there are various <a href="https://forums.unrealengine.com/t/is-there-a-way-to-exclude-motion-blur-from-specific-actors/2663423" class="external-link" rel="nofollow noreferrer">threads</a> on EDC that seem <a href="https://forums.unrealengine.com/t/setactorlocation-teleport-checkbox-should-also-have-option-to-disable-motion-blur-on-teleport/155910" class="external-link" rel="nofollow noreferrer">related</a>.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-395897</link><guid isPermaLink="false">UE-395897</guid></item><item><title><![CDATA[LevelInstance\PackedLevelActor: Problem with non-uniform negative scale. ]]></title><description><![CDATA[<p>A licensee is reporting transform issues related to using non-uniform negative scale on LevelInstances and PackedLevelActors. </p>]]></description><link>https://issues.unrealengine.com/issue/UE-395823</link><guid isPermaLink="false">UE-395823</guid></item><item><title><![CDATA[TMap where key is an FString: initializer list will accept bad MakeTuple]]></title><description><![CDATA[<p><b><ins>POST LINK</ins></b>: <a href="https://forums.unrealengine.com/t/tmap-where-key-is-an-fstring-initializer-list-will-accept-bad-maketuple/2747443" class="external-link" rel="nofollow noreferrer">https://forums.unrealengine.com/t/tmap-where-key-is-an-fstring-initializer-list-will-accept-bad-maketuple/2747443</a></p>



<p><b><ins>POST BODY</ins></b>:</p>

<ul>
	<li>Summary</li>
</ul>


<p>A TMap where the key is an FString can be created like so:</p>

<p>```<br>
    TMap MyMap = </p>
{ MakeTuple(TEXT("A"), 0) };<br>
```<br>
<br>
This will compile fine. During runtime when the code executes the program will crash.<br>
<br>
If you mouse over MakeTuple it is creating a TTuple.<br>
<br>
Issue can be solved by changing the code to:<br>
<br>
```<br>
     TMap MyMap = { MakeTuple(FString(TEXT("A")), 0) };<br>
```<br>
<br>
* What Type of Bug are you experiencing?<br>
<br>
Other<br>
<br>
* Steps to Reproduce<br>
<br>
1. create a new project<br>
<br>
2. open project in visual studio. In any of the project's .cpp files in global scope declare:<br>
<br>
   ```<br>
    static TMap M = { MakeTuple(TEXT("A"), 0) }
<p>;<br>
   ```</p>

<p>3. close unreal engine</p>

<p>4. compile your code</p>

<p>5. launch the project. The project's module will fail to load. The error message you receive will be: "The game module 'MyProject570' could not be loaded. There may be an operating system error, the module may not be properly set up, or a plugin which has been included into the build has not been turned on."</p>

<ul>
	<li>Expected Result</li>
</ul>


<p>Compile-time error. If that isn't possible then a check being hit would be helpful.</p>

<ul>
	<li>Observed Result</li>
</ul>


<p>Project module fails to load. Unhelpful error message is shown. Logs are of no help.</p>

<ul>
	<li>Affects Versions</li>
</ul>


<p>5.7</p>

<ul>
	<li>Platform(s)</li>
</ul>


<p>Windows</p>

<ul>
	<li>Additional Notes</li>
</ul>


<p>Tested in 5.7. I did not try 5.8.</p>

<p>Happens whether FString is key or value.</p>

<p>Causes crashes anytime the code is executed. I chose static variable initialization time because that is the most difficult to debug, to show a case that could cause some engine users to lose a lot of time trying to debug. </p>

<p>It would be a good idea to update that error message so that it asks users to check static variable initialization for any errors.</p>

<h6><a name="%7B%7DPOSTAUTHOR%7B%7D%3AFreshmutroom"></a><b><ins>POST AUTHOR</ins></b>: Fresh_mutroom</h6>
<h6><a name="%7B%7DCREATEDAT%7B%7D%3A08%2F30%2F202606%3A31PMEDT"></a><b><ins>CREATED AT</ins></b>: 08/30/2026 06:31 PM EDT</h6>
<h6><a name="%7B%7DUPDATEDAT%7B%7D%3A09%2F02%2F202610%3A33AMEDT"></a><b><ins>UPDATED AT</ins></b>: 09/02/2026 10:33 AM EDT</h6>]]></description><link>https://issues.unrealengine.com/issue/UE-394884</link><guid isPermaLink="false">UE-394884</guid></item><item><title><![CDATA[Crash when a floor mesh is removed while a Vehicle has SimulatePhysics disabled]]></title><description><![CDATA[<p>When SimulatePhysics is disabled, the constraint update is skipped, so a reference to an invalid (already-removed) particle is left behind.</p>

<p>As a workaround, the approach suggested by the licensee — clearing the invalid particle references from the GroundParticles array inside DisconnectConstraints — was confirmed to work.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-394517</link><guid isPermaLink="false">UE-394517</guid></item><item><title><![CDATA[Level Sequence spending long time validating assets]]></title><description><![CDATA[

<p>Hi</p>

<p>After migrating our animation project from 5.7 -&gt; 5.8 we notice that some level seqeunces take much longer to save (during validation stage). This issue only exhibits when using control rigs in animation mode. Some users have reported it taking up to 30 minutes on some shots, though I have only reproduced it taking 2-3 minutes. These save level sequences in 5.7 would have taken only serveral seconds to save. I attach a simplified repro project which takes about 10 seconds. The more characters the (exponentially) longer it takes to save.</p>



<p>[Link Removed]</p>]]></description><link>https://issues.unrealengine.com/issue/UE-394313</link><guid isPermaLink="false">UE-394313</guid></item><item><title><![CDATA[Sequencer Crash (GC Leak) in Editor]]></title><description><![CDATA[<p>A GC leak, similar to the one fixed by 44483919 but for Level Sequences in Level Instances rather than ones with Widgets.</p>




<p>A Level Sequence Actor in a Level Instance points to a Level Sequence Asset that has an Event Track that creates the Director when scrubbed over. If Sequencer is open at the same time as the Level Instance is open for edit, a strong reference is created to the Director which uses the Level Sequence Actor in the Level Instance as its outer. When the Level Instance is closed, the level is kept alive by sequencer. Tearing down the level triggers GC which finds the leak and fatal errors.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-394309</link><guid isPermaLink="false">UE-394309</guid></item></channel></rss>