<?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 Fixes]]></title><description><![CDATA[Latest Bug Fixes For Unreal Engine.]]></description><link>https://issues.unrealengine.com</link><image><url>https://issues.unrealengine.com/favicon.png</url><title>Unreal Engine Issues - Latest Fixes</title><link>https://issues.unrealengine.com</link></image><generator>RSS for Node</generator><lastBuildDate>Wed, 02 Sep 2026 03:59:45 GMT</lastBuildDate><atom:link href="https://issues.unrealengine.com/fixes" rel="self" type="application/rss+xml"/><item><title><![CDATA[Instanced Actors: Editor preview don't show correct relative mesh transforms]]></title><description><![CDATA[<p><b>Context</b></p>

<p>Actors can be converted into Instanced Actors via the IA plugin. During runtime and in the editor, an instanced actor’s visual is generated from the collection of StaticMeshComponents on the actor blueprint.</p>

<p><b>Problem</b></p>

<p>Any non-uniform transforms of StaticMeshComps on the actor blueprint aren’t correctly previewed in the editor. Instead, the IA representation in editor shows all meshes with the identity transform, albeit the IA’s location is correct. The relative transform from actor to mesh isn’t correctly previewed. See screenshots and repro project.</p>

<p><b>Suggested Fix</b></p>

<p>The relative transform should be correctly previewed.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-382299</link><guid isPermaLink="false">UE-382299</guid><pubDate>Tue, 01 Sep 2026 18:17:49 GMT</pubDate></item><item><title><![CDATA[Landscape Textures Patches issue when using "Texture Backed Render Target" as the Height Patch Source Mode where Landscape patches are not applying properly the first time a level is opened after restart]]></title><description><![CDATA[<p><b>Context:</b><br>
Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned.</p>

<p><b>Problem:</b><br>
The problem is that when using "Texture Backed Render Target" as the Height Patch Source Mode everything seems to be working as intended when working in the editor at first, but when closing and opening the project again, Landscape patches are not applying properly the first time the level is opened. <br>
The current workaround is to either reopen the level or recompile the blueprint containing the Landscape patch.<br>
Note that the licensee noticed it seems to happen when "Waiting for texture resources to be ready for landscape named:Landscape" on a map startup.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-347682</link><guid isPermaLink="false">UE-347682</guid><pubDate>Tue, 01 Sep 2026 13:50:39 GMT</pubDate></item><item><title><![CDATA[MRG - Cinematic Assembly Tokens From Metadata Return Empty When Rendering]]></title><description><![CDATA[<p>Metadata defined on a Cinematic Assembly isn’t accessible as naming tokens when rendering with Movie Render Graph.  Global naming tokens defined outside of a Cinematic Assembly does work but contextual tokens, which would commonly be used to define render output paths, return empty.</p>

<p>This is because Movie Render Graph does not pass the Assembly object as a context object when evaluating “cat” tokens.  This context should always be passed when a user renders a Cinematic Assembly.  There is no need to offer an opt-out because always including the context should be considered expected behavior from the perspective of the CAT feature.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-393590</link><guid isPermaLink="false">UE-393590</guid><pubDate>Tue, 01 Sep 2026 00:01:19 GMT</pubDate></item><item><title><![CDATA[Cannot get Texture Size property from Texture Collections]]></title><description><![CDATA[<p>The following error is shown when attempting to use the Texture Size of a Texture Collection texture object:</p>

<p>Texture size only available for Texture2D, TextureVirtual, Texture2DArray, VolumeTexture and SparseVolumeTexture, not unknown.</p>




<p>This is because Texture Collections that are Bindless mask their texture type with MCT_TextureCollection and FHLSLMaterialTranslator::TextureProperty doesn't take into account that mask, it just checks equality.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-393690</link><guid isPermaLink="false">UE-393690</guid><pubDate>Mon, 31 Aug 2026 18:22:13 GMT</pubDate></item><item><title><![CDATA[Possible shader preload deadlock when using Zen streaming]]></title><description><![CDATA[<p>The deadlock happens when enough shader preload are launch in parallel on a slower IO backend (like zen). When that happens, the preload starts a waiting period that never ends because it cannot be triggered anymore.</p>



<p>When the conditions mentioned in the Steps to Reproduce happens, the following happens:</p>

<ul>
	<li>GameThread eventually get stuck on FlushRendering</li>
</ul>


<ul>
	<li>Workers (even including standbys when option is activated) and renderthread get stuck on FShaderCodeArchive::WaitForPreload</li>
</ul>




<p>When going for the preload, an extra task that monitor the output of the IO completion event is created. The problem is that when the workers are oversubscribed, the extra tasks are never executed which cause the deadlock even though the IO for those preload requests are probably done.</p>

<p>See FShaderCodeArchive::WaitForPreload and FShaderCodeArchive::PreloadShader, the latter which create a FPreloadShaderTask with the read completion events from the storage as prerequisites.</p>



<p>Increasing the number of standby workers only delay the problem or in the case I studied did nothing at all. Disabling preload didn't seem like a great idea considering the slowness of zen storage (in comparison to straight SSD).</p>



<p>In the end, the solution seemed to be to bypass the prerequisites entirely and wait on the completion event directly (and the FPreloadShaderTask afterward). This enabled the tasks to work as intended possibly due to the task being able to run directly on the same thread during the wait period without having extra coordination through the prerequisite.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-384326</link><guid isPermaLink="false">UE-384326</guid><pubDate>Mon, 31 Aug 2026 12:28:43 GMT</pubDate></item><item><title><![CDATA[Incorrect rendering result on some geometry and materials in grouped components in SKP imports]]></title><description><![CDATA[<p>Reported in SF [Link Removed]</p>

<p>In Twinmotion 2026.1, when importing certain SKP files with grouped components, materials may render incorrectly on some grouped components and will appear with a dark, metallic color instead.</p>

<p>This is a regression from Twinmotion 2025.</p>

<p>This does not occur for Datasmith imports.</p>]]></description><link>https://issues.unrealengine.com/issue/TM-23757</link><guid isPermaLink="false">TM-23757</guid><pubDate>Mon, 31 Aug 2026 08:46:54 GMT</pubDate></item><item><title><![CDATA[Brick Pattern Artifact in Volumetric Clouds]]></title><description><![CDATA[<p>A licensee has reported seeing a repeating brick-like pattern in volumetric clouds when they overlap with very distant geometry (or at the transition between nearby and distant geometry). The artifact consists of 4-pixel-wide horizontal blocks with alternating row offsets.</p>




<p>From testing, this appears to occur only when using the bilateral upsampling path (r.VolumetricRenderTarget.UpsamplingMode=4). Other upsampling modes do not produce the artifact.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-388559</link><guid isPermaLink="false">UE-388559</guid><pubDate>Wed, 26 Aug 2026 12:34:07 GMT</pubDate></item><item><title><![CDATA[MID TextureCollections don't work with Post Process Overlays]]></title><description><![CDATA[<p>TextureCollectionParameters in a material assigned to a Post Process Overlay are not overridden by a MID because  CopyInterpParameters in <b><em>Engine\Source\Runtime\Engine\Private\Materials\MaterialInstanceDynamic.cpp</em></b> is missing the logic to override that type.  Adding the following code fixes this issue:</p>

<div class="preformatted panel" style="border-width: 1px;"><div class="preformattedContent panelContent">
<pre>for (auto&amp; it : Source-&gt;TextureCollectionParameterValues)
{
	SetTextureCollectionParameterValue(it.ParameterInfo.Name, it.ParameterValue);
}</pre>
</div></div>]]></description><link>https://issues.unrealengine.com/issue/UE-393451</link><guid isPermaLink="false">UE-393451</guid><pubDate>Tue, 25 Aug 2026 20:13:19 GMT</pubDate></item><item><title><![CDATA[FCameraShakePreviewer retains world-outered UCameraShakeBase instances indefinitely, fataling CheckForWorldGCLeaks on editor map change]]></title><description><![CDATA[

<p><tt>FCameraShakePreviewer</tt> is an <tt>FGCObject</tt> that strongly references the <tt>UCameraShakeBase</tt> instances it previews, and creates them outered to the previewed <tt>UWorld</tt>. Nothing releases them on world teardown, so after a Sequencer camera-shake trigger fires, the next editor map change leaves the outgoing world and its package alive and <tt>UEditorEngine::CheckForWorldGCLeaks</tt> raises a fatal error.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-393044</link><guid isPermaLink="false">UE-393044</guid><pubDate>Tue, 25 Aug 2026 17:56:04 GMT</pubDate></item><item><title><![CDATA[Blueprint Independent Rig Modules fail to keep changes to public variables inside of Modular Rigs after closing and reopening the editor]]></title><description><![CDATA[<p>The problem is that when adding modules in modular control rig, I can not change values for module variables - as soon as I close and reload the Unreal Editor, values snap back to default values.</p>

<p>I created new module and modular rig and by default it seemed to be working fine. Then I copied over some variables from my own module, added some nodes and the bug started happening also in the new test modular rig. I removed everything I did trying to find the culprit, but the modular rig stayed broken even with just single float variable.</p>

<p>In 5.7 it worked fine.</p>

<p><b>WORKAROUND:</b> The issue can be temporarily resolved by loading the Rig Module into memory before opening up the Modular Rig. Opening the Rig Module or right-clicking it in the Content Browser should do this.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-391404</link><guid isPermaLink="false">UE-391404</guid><pubDate>Tue, 25 Aug 2026 14:04:41 GMT</pubDate></item><item><title><![CDATA[Scaled Geometry Collections result in a potential memory leak in Physics/ChaosUpdate]]></title><description><![CDATA[<p>Scaled Geometry Collections (GC) result in a potential memory leak in Physics. Tracing the memory allocation of a single run of the Editor and multiple Play-In-Editor sessions of a scene that contains a scaled GC displays an increase of memory allocation after each session. I've checked all Physics traces and narrowed down the increment to Physics/ChaosUpdate. If the GC has scale (1,1,1) the behavior is not displayed. It's required that the GC is scaled. Breakage of the GC is not required.<br>
I've inspected the code and there are 4 places where 		LLM_SCOPE(ELLMTag::ChaosUpdate); is called:<br>
PBDRigidsSolver.cpp (line 454)<br>
PhysicsSolverBase.cpp (line 102)<br>
PhysicsSolverBase.cpp (line 122)<br>
PhysicsSolverBase.cpp (line 159)</p>

<p>PhysicsSolverBase.cpp (line 122) is called when exiting a PIE session and might relate to the issue. I've attached it's Callstack to the report.</p>

<p>In a scene that only contains a GC fractured with Uniform and default configurations, I've got a memory allocation LLM Physics/ChaosUpdate during Editor time (valleys): <br>
#PIE sessions|Memory<br>
0|26.60KiB<br>
1|45.29KiB<br>
2|72.00KiB<br>
3|82.66KiB<br>
4|117.40KiB<br>
5|120.04KiB</p>

<p>I won't attach the Trace because it's too big, it exceeds the size limits.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-263181</link><guid isPermaLink="false">UE-263181</guid><pubDate>Mon, 24 Aug 2026 20:06:17 GMT</pubDate></item><item><title><![CDATA[Unreal 5.7 Trace server not working on Rocky 8]]></title><description><![CDATA[<p>UnrealTraceServer built on a Rocky 8 machine yields a binary that depends on versions of glibc and glibcxx higher than the 2.28 version provided by Rocky 8.</p>




<ol>
	<li>$ ldd UnrealTraceServer</li>
	<li>./UnrealTraceServer: /lib64/libstdc++.so.6: version `GLIBCXX_3.4.29' not found (required by ./UnrealTraceServer)</li>
	<li>./UnrealTraceServer: /lib64/libstdc++.so.6: version `GLIBCXX_3.4.26' not found (required by ./UnrealTraceServer)</li>
	<li>./UnrealTraceServer: /lib64/libc.so.6: version `GLIBC_2.33' not found (required by ./UnrealTraceServer)</li>
	<li>./UnrealTraceServer: /lib64/libc.so.6: version `GLIBC_2.34' not found (required by ./UnrealTraceServer)</li>
	<li>./UnrealTraceServer: /lib64/libc.so.6: version `GLIBC_2.32' not found (required by ./UnrealTraceServer)</li>
	<li>linux-vdso.so.1 (0x00007ffe0615e000)</li>
	<li>libstdc+<ins>.so.6 =&gt; /lib64/libstdc</ins>+.so.6 (0x00007f919bfe9000)</li>
	<li>libm.so.6 =&gt; /lib64/libm.so.6 (0x00007f919bc67000)</li>
	<li>libgcc_s.so.1 =&gt; /lib64/libgcc_s.so.1 (0x00007f919ba4f000)</li>
	<li>libc.so.6 =&gt; /lib64/libc.so.6 (0x00007f919b679000)</li>
	<li>/lib64/ld-linux-x86-64.so.2 (0x00007f919c37e000)</li>
</ol>


]]></description><link>https://issues.unrealengine.com/issue/UE-390550</link><guid isPermaLink="false">UE-390550</guid><pubDate>Sat, 22 Aug 2026 09:18:11 GMT</pubDate></item><item><title><![CDATA[Object with "defaultconfig" cannot be edited in Project Settings if their config section exists in DefaultXXX.ini]]></title><link>https://issues.unrealengine.com/issue/UE-391137</link><guid isPermaLink="false">UE-391137</guid><pubDate>Fri, 21 Aug 2026 13:37:53 GMT</pubDate></item><item><title><![CDATA[GameplayTags meta "Categories" return warning when all categories are not present inside the FGameplayTagContainer]]></title><description><![CDATA[<p>Categories are not processed correctly for gameplay tags when meta "Categories" is used. Categories filter which categories appear for the mentioned gameplay tag variable and with recent changes, it will mark as warning any variable that don't meet all those categories. </p>

<p>The licensee reports to change the code from : </p>

<p>bool bHasValidCategories = CurrentTagContainer.IsEmpty() || MetaDataCategories.IsEmpty() || CurrentTagContainer.HasAll(MetaDataCategories);</p>

<p>To: </p>

<p>bool bHasValidCategories = CurrentTagContainer.IsEmpty() || MetaDataCategories.IsEmpty() || CurrentTagContainer.HasAny(MetaDataCategories);</p>]]></description><link>https://issues.unrealengine.com/issue/UE-360388</link><guid isPermaLink="false">UE-360388</guid><pubDate>Thu, 20 Aug 2026 20:06:59 GMT</pubDate></item><item><title><![CDATA[[Sequencer MRQ] Spatialized audio is not heard in MRQ renderings]]></title><description><![CDATA[<p>Per customer case: <span class="error">&#91;25102237 | Case | Salesforce|https://epicgames.lightning.force.com/lightning/r/Case/500QP00001V41PqYAJ/view&#93;</span></p>

<p>Audio that uses an Attenuation to set Spatialized Audio (just positioned, nothing to do with HRTFs or multichannel plugins) does not get rendered with the MRQ files. Initial discovery revealed that the listener is not getting updated correctly in MRQ code. </p>

<p>Slack thread: [Link Removed] </p>]]></description><link>https://issues.unrealengine.com/issue/UE-381932</link><guid isPermaLink="false">UE-381932</guid><pubDate>Wed, 19 Aug 2026 19:35:00 GMT</pubDate></item><item><title><![CDATA[Consistent Crash using Cinematic Viewport on Linux]]></title><description><![CDATA[

<p>We are getting multiple crashes on 5.8.1 when trying to use the cinematic viewport on Linux, the most consistent way it's been reproduced is by clicking on the blue frame number to the left of the cinematic viewport transport controls. After some investigation, we believe this is a Linux specific memory handling issue between two duplicate definitions of the SNonThrottledSpinBox type between MovieSceneTools and LevelSequenceEditor. We've also seen crashes less reliably when closing the editor with the cinematic viewport active, and we believe this memory issue is the same root cause.</p>
]]></description><link>https://issues.unrealengine.com/issue/UE-391844</link><guid isPermaLink="false">UE-391844</guid><pubDate>Mon, 17 Aug 2026 15:28:31 GMT</pubDate></item><item><title><![CDATA[Cook Warning "Saving FText which has been initialized from FString" when a user-defined BP structure contains a native C++ struct with an FText]]></title><description><![CDATA[<p>Consider a C++ struct containing an FText. Now consider a used-defined BP structure containing that C++ struct. When cooking an asset that references such a user-defined BP structure, the following warning occurs:</p>

<p>Saving FText "" which has been initialized from FString at cook time resave of source package /Game/MyUserStruct may fix issue.</p>

<p>This behavior is due to the way user-defined-structures initialize default values from a text representation. The parsed quoted string is used to initialize the FText using "FText::FromString()", resulting in the cook warning later on.</p>

<p>For the common case of default initialization, one possible simple fix is to change "FTextStringHelper::ReadFromBuffer()" so that the text is constructed with "FText::GetEmpty()" when the input string is empty, rather than "FText::FromString()".</p>

<p>Note: This warning repros from at least UE 5.4, but probably earlier (and up to mainline latest). Does not seem to be a regression.</p>

<h3><a name=""></a></h3>]]></description><link>https://issues.unrealengine.com/issue/UE-331630</link><guid isPermaLink="false">UE-331630</guid><pubDate>Fri, 14 Aug 2026 21:00:15 GMT</pubDate></item><item><title><![CDATA[GameplayTagQuery AutoDescription not refreshed after GameplayTag redirect on load]]></title><description><![CDATA[<p>FGameplayTagQuery does not refresh its cached AutoDescription after GameplayTag redirects are applied during asset load. As a result, after renaming a GameplayTag and restarting the editor, the GameplayTagQuery variable continues to display the old tag name in its AutoDescription until the query is manually edited and confirmed again.<br>
This issue has been reproduced in UE 5.6, 5.7 and a UE5-Main source build at CL 49899931.<br>
Licensee implemented an engine-side fix that introduces a custom serialization for FGameplayTagQuery to apply GameplayTag redirects during query load and rebuild AutoDescription when redirects are detected.<br>
A different workaround, less invasive, I found was to enable FGameplayTagQuery::PostSerialize and rebuild AutoDescription in that method. This avoids changing the serialization format.<br>
A repro project is attached for this issue.</p>
]]></description><link>https://issues.unrealengine.com/issue/UE-361557</link><guid isPermaLink="false">UE-361557</guid><pubDate>Thu, 13 Aug 2026 16:21:37 GMT</pubDate></item><item><title><![CDATA[Color picker widget auto-closes unnecessarily]]></title><description><![CDATA[<p>A licensee reports that the color picket widget in Unreal Editor closes whenever a blueprint actor (map placed instance of an actor blueprint) receives a property changed event, even if the change event didn’t affect the dependency (target color property) of that actor. They report this as a UX problem, and would prefer the color picker widget to stay open and interactive.</p>

<p>They point out that CL 52639755 added window closing logic that is intended to close the picker on actor reinstancing, but that (according to the licensee) is triggering incorrectly when the actor reruns its construction scripts but without reinstancing.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-389761</link><guid isPermaLink="false">UE-389761</guid><pubDate>Thu, 13 Aug 2026 16:20:02 GMT</pubDate></item><item><title><![CDATA[Water ripples stop occurring during long-distance movement in WaterBody with bEnableLocalOnlyTessellation enabled]]></title><link>https://issues.unrealengine.com/issue/UE-387913</link><guid isPermaLink="false">UE-387913</guid><pubDate>Wed, 12 Aug 2026 16:40:52 GMT</pubDate></item></channel></rss>