<?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>Tue, 22 Sep 2026 21:07:30 GMT</lastBuildDate><atom:link href="https://issues.unrealengine.com/fixes" rel="self" type="application/rss+xml"/><item><title><![CDATA[Pasting a folder on the Outliner while LightMixer and ViewChanges windows are open/docked crashes the Editor]]></title><description><![CDATA[<p>When both LightMixer and ViewChanges windows are open, pasting a folder into the Outliner crashes the editor.<br>
For more detailed steps, refer to the Steps To Reproduce section.<br>
This happens whenever those two windows are open, even if they are hidden behind other windows, and upon pasting a Folder to the Outliner.<br>
The crash did not reproduce if I did the pasting on a level that was opened by default, but it did reproduce even if I saved the newly-created level.<br>
After re-opening the newly-created level, the crash still reproduces.<br>
I've tested it on UE5.6 and UE5.7 (CL42864112).</p>]]></description><link>https://issues.unrealengine.com/issue/UE-296010</link><guid isPermaLink="false">UE-296010</guid><pubDate>Fri, 18 Sep 2026 14:32:14 GMT</pubDate></item><item><title><![CDATA[Possible leak related to using Nanite meshes for Landscape]]></title><description><![CDATA[<p>A licensee reported that the Bulk data for the nanite mesh generated for Landscape proxies can leak in the editor. It could appear as the normal BulkData “leadk” related to fulling loading an Asset package but in this case, the Bulkdata is owned by a ULandscapeNaniteComponent that is part of one of the external actors. Unloading the level does destroy the Actor and the Component but the BulkData remains. </p>

<p>Please note that this behavior appears to be influenced by the state of the DDC and will only manifest  when building the mesh the first time or after modifying the sculpt to need a new mesh</p>]]></description><link>https://issues.unrealengine.com/issue/UE-364106</link><guid isPermaLink="false">UE-364106</guid><pubDate>Thu, 17 Sep 2026 13:10:25 GMT</pubDate></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><pubDate>Wed, 16 Sep 2026 13:57:17 GMT</pubDate></item><item><title><![CDATA[Overwriting an anim sequence may scale the play rate of the anim instead of modifying underlying frame rate]]></title><description><![CDATA[<p>The frame rate for an anim sequence is not being changed as expected when its being overwritten / re-imported. </p>]]></description><link>https://issues.unrealengine.com/issue/UE-387695</link><guid isPermaLink="false">UE-387695</guid><pubDate>Tue, 15 Sep 2026 23:25:29 GMT</pubDate></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><pubDate>Tue, 15 Sep 2026 19:44:26 GMT</pubDate></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><pubDate>Tue, 15 Sep 2026 16:19:59 GMT</pubDate></item><item><title><![CDATA[Feature request: named pak files/chunks]]></title><description><![CDATA[<p>Priority note: 3 licensees requested so far</p>

<p>Fortnite and some licensees have requested this feature, but it is a nice to have and has not yet been high enough priority to implement.</p>

<p>Many teams rely on Primary Asset Labels to determine what gets cooked and into which chunk. The decisions for which chunks assets can be put into can become quite complicated, and the id for each chunk is an integer. On large projects this necessitates some shared document recording the mapping from content to chunk. This would be less necessary if we could label the chunks. </p>

<p>Implement a field in PrimaryAssets that specifies an alphanumeric label for the chunk. If multiple conflicting labels contribute to the same chunk, give a warning and pick one arbitrarily. Name the pakfile based on the label rather than the integer chunkid.</p>

<p>Estimate and notes:<br>
02hr Add label to PrimaryAsset.<br>
04hr Add calculation of the label for a chunk based on the PrimaryAssets using that chunk (error out if there is a conflict)<br>
06hr Change FAssetRegistryGenerator to read the label from the AssetManager and write it into the manifest.<br>
16hr Change CopyBuildToStagingDirectory.cs to read the label from the manifest and use it to name the file.<br>
08hr Fix edge case bugs when they come up.<br>
36hr Total: 4.5 days</p>

<p>Notes:<br>
Shaders assume chuckids are ints. Plan is to keep the authoritative id of a chunk as an integer, and carry around the mapping from integer to label (as a field in the chunk's manifest).<br>
The reason the exploratory work stalled was dealing with how to appropriately upgrade licensee data.</p>

<p>The exploratory work done so far:<br>
[Link Removed]</p>]]></description><link>https://issues.unrealengine.com/issue/UE-197235</link><guid isPermaLink="false">UE-197235</guid><pubDate>Mon, 14 Sep 2026 22:03:48 GMT</pubDate></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><pubDate>Fri, 11 Sep 2026 20:18:57 GMT</pubDate></item><item><title><![CDATA[Unable to kill UnrealBuildTool, UBT no longer propegates sigterm]]></title><description><![CDATA[

<p>When UBT is launched through one of the standard wrapper scripts, Ctrl-C no longer cancels the build. The `dotnet UnrealBuildTool.dll` process and its compile actions keep running to completion in the background. UBT prints none of its usual cancellation output, and further Ctrl-C presses have no effect — the process tree has to be killed manually.</p>
]]></description><link>https://issues.unrealengine.com/issue/UE-393319</link><guid isPermaLink="false">UE-393319</guid><pubDate>Fri, 11 Sep 2026 16:57:18 GMT</pubDate></item><item><title><![CDATA[[Mutable] Morph Targets can be disabled in packaged builds when Mesh Streaming is enabled]]></title><description><![CDATA[<p>When a Mutable mesh instance is created while the actor spawns at a distance, only the low LODs are generated, and the mesh is created with no Morph Targets registered. Later, when the camera approaches and the higher LODs are streamed in, the Morph Targets are never restored, resulting in incorrect rendering.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-394214</link><guid isPermaLink="false">UE-394214</guid><pubDate>Thu, 03 Sep 2026 12:39:47 GMT</pubDate></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><pubDate>Wed, 02 Sep 2026 14:38:15 GMT</pubDate></item><item><title><![CDATA[CommonUI Analog Cursor + Enhanced Input triggers cause Gamepad Face Button Bottom triggers to get stuck when alt-tabbing]]></title><description><![CDATA[<p>Reproduction rate: 5/5<br>
Regression check: No, this also occurs in 5.4.2.</p>

<p>Please note that this issue only reproduces with the <b>Gamepad Face Button Bottom</b> and does not occur for any other gamepad buttons or keyboard keys.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-218210</link><guid isPermaLink="false">UE-218210</guid><pubDate>Wed, 02 Sep 2026 14:26:29 GMT</pubDate></item><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[Editor crash when an unsupported material domain or blend mode is selected when previewing a Nanite mesh in the material editor]]></title><description><![CDATA[<p>Fix in UE6: 56133257</p>

<p>This Jira is for 5.8.3 tracking</p>]]></description><link>https://issues.unrealengine.com/issue/UE-393900</link><guid isPermaLink="false">UE-393900</guid><pubDate>Fri, 28 Aug 2026 13:31:52 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></channel></rss>