<?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, 12 Aug 2026 11:15:11 GMT</lastBuildDate><atom:link href="https://issues.unrealengine.com/fixes" rel="self" type="application/rss+xml"/><item><title><![CDATA[Mover character no longer calls ProduceInput on server when the only client unpossesses it and disconnects]]></title><description><![CDATA[<p>When a client disconnects/unpossesses a mover character, the character's Network Prediction Component will re-configure itself now that it does not have a net connection. However, this handling will not be performed if the server's only client disconnects.<br>
FNetworkPredictionProxy::InitForNetworkRole is called from UNetworkPredictionComponent::CheckOwnerRoleChange, and this is checked each update during UNetworkPredictionComponent::PreReplication. <br>
However, if the server no longer has any client connections, it won't call into UNetDriver::ServerReplicateActors_BuildConsiderList, where actors considered for replication will call PreReplication. Because of this, UNetworkPredictionWorldManager::ConfigureInstance is not called with the updated values for Role/bHasNetConnection, configuring it to be locally controlled.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-349877</link><guid isPermaLink="false">UE-349877</guid><pubDate>Fri, 07 Aug 2026 17:48:23 GMT</pubDate></item><item><title><![CDATA[LinkedAnimGraph of AnimBP is not applied to the character to which ForceCustomMode is applied in the sequencer after the sequencer playback is completed]]></title><description><![CDATA[<p>LinkedAnimGraph is not restored at the end of an AnimationSection with ForceCustomMode enabled. There is a problem with the order in which custom mode ends and anim instances are restored, and LinkedAnimGraphs are not set for the restored instances.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-188910</link><guid isPermaLink="false">UE-188910</guid><pubDate>Thu, 06 Aug 2026 21:29:49 GMT</pubDate></item><item><title><![CDATA['Use focal length' checkbox resets on reopening file]]></title><link>https://issues.unrealengine.com/issue/TM-23746</link><guid isPermaLink="false">TM-23746</guid><pubDate>Thu, 06 Aug 2026 09:22:18 GMT</pubDate></item><item><title><![CDATA[FEvaluateActorReferenceChannels don't run on GameThread]]></title><description><![CDATA[<p>When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels.</p>

]]></description><link>https://issues.unrealengine.com/issue/UE-390076</link><guid isPermaLink="false">UE-390076</guid><pubDate>Wed, 05 Aug 2026 18:29:59 GMT</pubDate></item><item><title><![CDATA[Translucent meshes randomly flicker when using VSM]]></title><description><![CDATA[<p>Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM.  Flickering seems highly dependent on framerate and timing.</p>

<p>Limiting the framerate with <tt>t.MaxFPS</tt> or turning off TLV batching usually seems to make the flickering stop (<tt>r.TranslucencyLightingVolume.Batch 0</tt>)</p>

<ul>
	<li>The flickering is from TLV only (not happening with forward translucent shading)</li>
	<li>It seems it also happens without Lumen enabled</li>
	<li>The issue may not happen with older Nvidia drivers, eg, 551.86</li>
	<li>{{r.TranslucencyLightingVolume.Blur 0 }} doesn’t appear to affect the issue</li>
</ul>


<p>This flickering issue doesn’t appear to be the same issue as the kind of flickering that can occur with meshes that intersect the edge of the TLV.</p>

<h2><a name="AdditionalNotes"></a>Additional Notes</h2>

<p><tt>r.OneFrameThreadLag 0</tt> will kill it. And the render frame has to struggle (lag) for it to occur.<br>
<tt>r.rdg.asyncCompute 0</tt> might stop it, but only because the lag shifts a bit. You will still be able to get it with <tt>asyncCompute 0,</tt> but it just might be harder to reproduce.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-385375</link><guid isPermaLink="false">UE-385375</guid><pubDate>Wed, 05 Aug 2026 16:11:40 GMT</pubDate></item><item><title><![CDATA[MovieSceneAnimMixer: Force Root Lock suppression is editor-only, causing PIE vs cooked divergence]]></title><description><![CDATA[<p>The anim mixer's skeletal animation eval task suppresses an anim sequence's Force Root Lock during pose evaluation so the root-motion extraction task (<tt>FAnimNextExtractRootMotionTask</tt>) can measure and apply root motion itself. This path is taken for anims with both <b>Force Root Lock</b> and <b>Enable Root Motion</b> driven through the mixer.</p>

<p>The suppression relies on <tt>FAnimExtractContext::bIgnoreRootLock</tt>, which is <tt>WITH_EDITOR</tt>-only, so the suppress in <tt>FMovieSceneSkeletalAnimationEvaluationTask::Execute</tt> is gated behind <tt>#if WITH_EDITOR</tt>. As a result the mixer's root-motion pipeline behaves differently between editor/PIE and cooked:</p>

<ul>
	<li>Editor/PIE: the lock is suppressed during eval, real root motion survives, and the extraction task handles locking.</li>
	<li>Cooked: the field does not exist, so the lock is applied during decompression and the extraction task works from an already-locked pose.</li>
</ul>


<p>This is a runtime system depending on an editor-only lever, so the behavior silently forks between configs.</p>

<h2><a name="Repro"></a>Repro</h2>

<ul>
	<li>Set up an anim mixer skeletal section using an anim sequence with both Force Root Lock and Enable Root Motion enabled.</li>
	<li>Compare root behavior in PIE vs a cooked/packaged build.</li>
</ul>


<h2><a name="Proposedfix"></a>Proposed fix</h2>

<ul>
	<li>Add a runtime (non-<tt>WITH_EDITOR</tt>) bool to <tt>FAnimExtractContext</tt> (e.g. <tt>bSuppressForceRootLock</tt>), separate from the editor-only <tt>bIgnoreRootLock</tt> so the preview flag's meaning is unchanged.</li>
	<li>Un-gate the three force-root-lock checks (<tt>!ExtractionContext.bIgnoreRootLock</tt>) currently under <tt>#if WITH_EDITOR</tt> so they honor the new runtime flag in cooked.</li>
	<li>Set the new flag unconditionally in the mixer eval task and drop its <tt>#if WITH_EDITOR</tt> guard.</li>
	<li>Default the flag to false so all other runtime paths are byte-for-byte unchanged.</li>
	<li>Add a mixer test comparing a Force-Root-Lock + Enable-Root-Motion section cooked vs PIE.</li>
</ul>


<h2><a name="Keylocations"></a>Key locations</h2>

<ul>
	<li><tt>MovieSceneMixedSkeletalAnimationSystem.cpp</tt> (section flag derivation, and the <tt>#if WITH_EDITOR</tt> suppress in the eval task)</li>
	<li><tt>AnimationAsset.h</tt> (<tt>FAnimExtractContext::bIgnoreRootLock</tt>)</li>
	<li><tt>DecompressionTools.cpp</tt>, <tt>AnimSequence.cpp</tt>, <tt>AnimStreamable.cpp</tt> (the <tt>#if WITH_EDITOR !bIgnoreRootLock</tt> force-root-lock sites)</li>
</ul>
]]></description><link>https://issues.unrealengine.com/issue/UE-386453</link><guid isPermaLink="false">UE-386453</guid><pubDate>Wed, 05 Aug 2026 13:12:21 GMT</pubDate></item><item><title><![CDATA[MoverExamples: characters have 1-frame unnecessary extra input latency]]></title><description><![CDATA[<p>Due to the way input is handled on the MoverExamplesCharacter, including AnimatedMannyPawn, we have a delay in the time between when an input event occurs and when it is ingested by the movement simulation.</p>

<p>This is due to input being evaluated through the PlayerController's tick, which always occurs later in the frame than the movement simulation.  Use a debugger to break in functions like AMoverExamplesCharacter::OnMoveTriggered and OnProduceInput to how they are called.</p>

<p>Investigate alternatives, such as:</p>
<ul class="alternate" type="square">
	<li>forcing an evaluation of input just as OnProduceInput is called</li>
	<li>rescheduling the PlayerController tick to occur earlier </li>
	<li>something else?</li>
</ul>
]]></description><link>https://issues.unrealengine.com/issue/UE-209032</link><guid isPermaLink="false">UE-209032</guid><pubDate>Tue, 04 Aug 2026 14:30:46 GMT</pubDate></item><item><title><![CDATA[Camera Animation imported through Sequencer with FBX sometimes loses rotation fidelity]]></title><description><![CDATA[<p>FBX attached<span class="nobr">[Link Removed]</span></p>]]></description><link>https://issues.unrealengine.com/issue/UE-252277</link><guid isPermaLink="false">UE-252277</guid><pubDate>Mon, 03 Aug 2026 17:40:48 GMT</pubDate></item><item><title><![CDATA[Intermittant motion blur issues in content heavy scenes]]></title><description><![CDATA[<p>When using the following RHI/Render thread/GT sync configuration:</p>

<ul>
	<li>r.OneFrameThreadLag 1</li>
	<li>r.GTSyncType 1</li>
</ul>


<p>The previous skinning bone data can be corrupted and introduce visual artifacts on everything using motion vectors, motion blur being the most visible.</p>

<p>This is hard to reproduce without specific/heavy content. But has been seen in the wild by several licensees.</p>

<p>Licensees have found that the issue comes from SupportsNoOverwriteBuffers() not being robust. The buffer queue is handled with a tick function, and under certain timing constraints will return a buffer that is still in use to be written to.</p>

<p>The issue was introduced in our 5.6 update with the parallel RHI command translate. (Disabling the parallel translate also fixes.)</p>]]></description><link>https://issues.unrealengine.com/issue/UE-389459</link><guid isPermaLink="false">UE-389459</guid><pubDate>Mon, 03 Aug 2026 16:52:01 GMT</pubDate></item><item><title><![CDATA[Viewport Controller Camera Control Regressions in UE5.8]]></title><description><![CDATA[

<p>In UE5.8 it appears some changes were made to the camera control and navigation in the editor viewports. </p>

<p>You can no longer use controller and mouse simultaneously to control the camera. Previously you could use the left stick on the controller to control forward/back movement and use the mouse with RMB down to control the rotation and get nice smooth flyby controls. Now if you use the mouse the controller inputs stop being considered. </p>



<p>Also there is some kind of change the update or tick rate for the camera inputs and or movement/rotation. It feels like 24fps compared to the nice smooth feeling previously. </p>



<p>You can try setting Gizmos.Version 0 to compare to previous behavior. </p>
]]></description><link>https://issues.unrealengine.com/issue/UE-387146</link><guid isPermaLink="false">UE-387146</guid><pubDate>Fri, 31 Jul 2026 18:08:11 GMT</pubDate></item><item><title><![CDATA[Values passed through VertexInterpolators are incorrect in the pixel shader on Niagara mesh particles when material uses SubUV animation]]></title><description><![CDATA[<p>Passing through the vertex interpolator, the DebugFloat3Values output appears garbled, but if you remove the VertexInterpolator the particle’s position is accurately returned. This happens with Particle Position, or even a Constant3 vector.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-389234</link><guid isPermaLink="false">UE-389234</guid><pubDate>Fri, 31 Jul 2026 15:06:11 GMT</pubDate></item><item><title><![CDATA[Issue with UHLODBuilder::ComputeHLODHash]]></title><description><![CDATA[<p>The HLOD content hash used to detect changes and trigger rebuilds effectively<br>
ignores everything hashed <em>before</em> the source-component loop — including the<br>
result of <tt>UHLODBuilderSettings::ComputeHLODHash</tt>. The final hash is a function<br>
of the source components only.</p>

<p>Root cause: <tt>UHLODBuilder::ComputeHLODHash</tt> opens a <tt>FHLODHashScope</tt> with<br>
<tt>EFlags::ResetHash</tt>, which calls <tt>FArchiveCrc32::Reset()</tt> (zeroing the running<br>
CRC) but <b>never restores the previous CRC</b>. Everything accumulated before the<br>
loop is thrown away.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-388016</link><guid isPermaLink="false">UE-388016</guid><pubDate>Thu, 30 Jul 2026 17:06:54 GMT</pubDate></item><item><title><![CDATA[Collision Drawing in Cooked Builds (Development) doesn't Show Geometry for Nanite Meshes]]></title><description><![CDATA[<p><b>Context</b></p>

<p>The showFlag.CollisionVisibility 1 cvar is a viewport visualization mode that highlights which Actors will block visibility. The showFlag.CollisionPawn 1 cvar is a Player Collision viewmode which highlights assets that collide with a character or Pawn. In these modes, only the respective collisions are rendered in the viewport.</p>

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

<p>The licensee noticed that setting `showFlag.CollisionVisibility 1` in one of their production levels seemed to omit most collision geometry in a Development game build, with `showFlag.CollisionPawn` also exhibiting the same issue. Everything seems to work fine in PIE and when the licensee tried a test level everything seemed fine at first, but then they noticed a select few assets were indeed missing in the collision view. Most of the test level is composed of simple block-out meshes which do not have Nanite enabled, but the pieces with no collision drawn (they do have collision) were production assets with Nanite enabled.</p>

<p>It is the licensee's understanding that the `showFlag.CollisionVisibility` and `showFlag.CollisionPawn` views should work in Development builds of the game, but this doesn't seem to be happening for StaticMesh assets that have Nanite enabled. Since nearly all of their production assets are going to have Nanite enabled this is going to make the collision views in game builds entirely unrepresentative.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-294281</link><guid isPermaLink="false">UE-294281</guid><pubDate>Thu, 30 Jul 2026 15:56:05 GMT</pubDate></item><item><title><![CDATA[Vertex color does not work on Skeletal Mesh with Nanite enabled]]></title><description><![CDATA[<p>Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-347708</link><guid isPermaLink="false">UE-347708</guid><pubDate>Thu, 30 Jul 2026 12:30:12 GMT</pubDate></item><item><title><![CDATA[UserSceneTexture not working in Virtual Reality]]></title><description><![CDATA[<p>User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR.</p>

]]></description><link>https://issues.unrealengine.com/issue/UE-386074</link><guid isPermaLink="false">UE-386074</guid><pubDate>Wed, 29 Jul 2026 16:54:07 GMT</pubDate></item><item><title><![CDATA[Make ConfigBranch creation thread safe]]></title><description><![CDATA[<p>See [Link Removed] for details</p>

<p> </p>]]></description><link>https://issues.unrealengine.com/issue/UE-219068</link><guid isPermaLink="false">UE-219068</guid><pubDate>Wed, 29 Jul 2026 14:43:17 GMT</pubDate></item><item><title><![CDATA[AdditionalPluginDirectories/RemappedPlugins doesn't work for packaged/zenstore build when plugin directory is relative and outside of project directory]]></title><description><![CDATA[<p>Originated from UDN post:<br>
<a href="https://udn.unrealengine.com/s/question/0D5QP000007QWuz0AG/additionalplugindirectories-outside-of-project-visual-studio-and-zenstore" class="external-link protected" rel="nofollow noreferrer">https://udn.unrealengine.com/s/question/0D5QP000007QWuz0AG/additionalplugindirectories-outside-of-project-visual-studio-and-zenstore</a></p>

<p>QUOTE:<br>
TLDR: Use of 'escape' paths in Uproject's AdditionalPluginDirectories seems to break Visual Studio launches, as well as Zenstore.</p>


<p>Much more detail:</p>

<p>We added a AdditionalPluginDirectories like the code chunk to our MyGame/MyGame.uproject. The important part to note is that it starts with "../" which 'escapes' the MyGame folder. And, we have a code plugin in that directory. This mostly works.</p>


<p>What works: Editor Builds, packaged builds (e..g from our farm)</p>

<p>What doesn't: Win64 builds launched from Visual Studio, Zenstore launches. These are detailed below</p>


<p>1) Win64 builds from Visual Studio fail to launch</p>

<p>Our engineers have a common habit of cooking locally, but not the full pak/stage step. For example, "RunUAT.bat BuildCookRun -project="MyGame/MyGame.uproject" -noP4 -nocompileeditor -utf8output -build -cook -SkipCookingEditorContent -stage -iterate</p>

<p>Then, we launch say Development|Win64 from Visual Studio with default debugging commands. This used to work.</p>

<p>That cook leaves a game\MyGame\Saved\StagedBuilds\Windows\RemappedPlugins folder with the .uplugin folder. If I launch from Development\Win64 from Visual Studio, it fails with a "LogPluginManager: Error: Unable to load plugin 'CompanySharedPlugin'. Aborting."</p>


<p>Debugging this, in FProjectDescriptor::Read(), in non-Editor builds, it adds this path: "C:/path/to/unreal/game/MyGame/Saved/Cooked/Windows/RemappedPlugins" . Problem is, that doesn't exist. The cook above created "Saved/StagedBuilds/Windows/RemappedPlugins" Thus, it fails.</p>


<p>That's with the stock empty (blank) commandline arguments from Visual Studio. It doesn't use that StagedBuilds&#42;\RemappedPlugins folder. It looks like commandline PLUGIN= or setting %UE_ADDITIONAL_PLUGIN_PATHS%, it could succeed, but that requires every engineer to edit things locally.</p>


<p>2) Zenstore launches on platforms fail</p>

<p>This is even more tricky to debug. A zenstore cook of that platform left the artifacts in Saved\StagedBuilds\&lt;Platform&gt;\remappedplugins . Launching from my Platform, it "../../../mygame/../remappedplugins/" to the list of folders to look in.</p>

<p>In FStorageServerPlatformFile::DirectoryExists(), the call to MakeStorageServerPath() turns stock paths into items like "../../../engine/Plugins" -&gt; "/</p>
{engine}
<p>/Plugins" . That works well, but it might be a code change to find the RemappedPlugins folder.</p>


<p>Yes, I know Zenstore is still under development, but it's been a huge win for Platform iteration.</p>


<p>I've looked ahead to the 5.4 (live snapshot) in Perforce, and I don't see changes to PluginManager.cpp, ProjectDescriptor.cpp that look like it would fix it.</p>


<p>Thanks for your help.</p>

<div class="preformatted panel" style="border-width: 1px;"><div class="preformattedContent panelContent">
<pre>"AdditionalPluginDirectories": [
	"../CompanyShared/Plugins"
],
</pre>
</div></div>

<p>Here's a snippet of code to add to FProjectDescriptor::Read() that seems to at least fix the Development|Win64 launch. Zenstore for Platforms is likely to need more changes.</p>


<div class="preformatted panel" style="border-width: 1px;"><div class="preformattedContent panelContent">
<pre>		// If this is a packaged build and there are additional directories, they need to be remapped to the packaged location
		if (FPlatformProperties::RequiresCookedData() &amp;&amp; AdditionalPluginDirectoriesValue-&gt;Num() &gt; 0)
		{
			AdditionalPluginDirectories.Empty();
			FString RemappedDir = FPaths::ProjectDir() / TEXT("../RemappedPlugins/");
			if (FPaths::IsRelative(RemappedDir))
			{
				RemappedDir = IFileManager::Get().ConvertToAbsolutePathForExternalAppForWrite(*RemappedDir);
			}
			AddPluginDirectory(RemappedDir);
 
// BEGIN ADDED CODE
			// After cooking with RunUAT.bat BuildCookRun -project="MyGame/MyGame.uproject" -noP4 -nocompileeditor -utf8output  -build -cook -SkipCookingEditorContent -stage -iterate -platform=Windows
			// and then launching from VisualStudio, by default, right now  RemappedDir=="Saved/Cooked/Windows/RemappedPlugins", but the RunUAT left files in
			// "Saved/StagedBuilds/Windows/RemappedPlugins" . So, add a second search path transparently.
#if !UE_BUILD_SHIPPING &amp;&amp; !WITH_EDITOR
			static const FString COOKED_FOLDER = TEXT("/Cooked/");
			static const FString STAGED_FOLDER = TEXT("/StagedBuilds/");
			if (RemappedDir.Contains(COOKED_FOLDER))
			{
				FString RemappedDir2 = RemappedDir.Replace(*COOKED_FOLDER, *STAGED_FOLDER);
				AddPluginDirectory(RemappedDir2);
			}
#endif
// END ADDED CODE
		}
</pre>
</div></div>
]]></description><link>https://issues.unrealengine.com/issue/UE-209807</link><guid isPermaLink="false">UE-209807</guid><pubDate>Wed, 29 Jul 2026 14:41:33 GMT</pubDate></item><item><title><![CDATA[UNetConnection::NotifyConnectionUpdated always sets MyConnectionId to 1]]></title><description><![CDATA[<p>This looks to be due to an oversight in how the conditions are checked in NotifyConnectionUpdated, where the “&amp;&amp;” operator results in MyConnectionId always being set to 0 or 1:</p>

<div class="preformatted panel" style="border-width: 1px;"><div class="preformattedContent panelContent">
<pre>if (const uint32 MyConnectionId = GetConnectionHandle().GetParentConnectionId() &amp;&amp; OwningActor &amp;&amp; RemoteAddr)</pre>
</div></div>]]></description><link>https://issues.unrealengine.com/issue/UE-388667</link><guid isPermaLink="false">UE-388667</guid><pubDate>Wed, 29 Jul 2026 13:27:02 GMT</pubDate></item><item><title><![CDATA[Toggle Folder Visibility Inconsistent in Scene Outliner With Search]]></title><description><![CDATA[<p>In the scene outliner, if you add a folder with one visible actor in it, and filter out some of the actors, users are unable to toggle the visibility of the folder anymore, or they are only able to toggle the visible actors.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-183850</link><guid isPermaLink="false">UE-183850</guid><pubDate>Wed, 29 Jul 2026 13:24:58 GMT</pubDate></item><item><title><![CDATA[MovieSceneSequencePlayer GetEndTime() reports incorrect end time]]></title><description><![CDATA[<p>We've noticed an inconsistency with UMovieSceneSequencePlayer::GetEndTime(). It does not take into account DurationSubFrames. See UMovieSceneSequencePlayer::GetDuration() for comparison. Also, the comment above DurationFrames property seemed to imply it was envisioned as FFrameNumber EndTime, rather than a duration.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-388747</link><guid isPermaLink="false">UE-388747</guid><pubDate>Tue, 28 Jul 2026 21:11:05 GMT</pubDate></item></channel></rss>