<?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>Mon, 29 Jun 2026 18:47:13 GMT</lastBuildDate><atom:link href="https://issues.unrealengine.com/fixes" rel="self" type="application/rss+xml"/><item><title><![CDATA[Parameter metadata not accessible if modified in Material Instance and then converted to CustomPrimitiveData]]></title><description><![CDATA[<p>There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (<a href="https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13" class="external-link" rel="nofollow noreferrer">https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13</a>). It seems as though some parameters on an MI are returning False when they should be returning true, <em>but</em> only when the MI is converted from 5.7 to 5.8. If the parameter is created on the material in 5.8 he can’t reproduce the issue. Any thoughts here?</p>]]></description><link>https://issues.unrealengine.com/issue/UE-385962</link><guid isPermaLink="false">UE-385962</guid><pubDate>Fri, 26 Jun 2026 10:59:54 GMT</pubDate></item><item><title><![CDATA[Rare crash in FWidgetAnimationState::OnStopped]]></title><description><![CDATA[<p>The FWidgetAnimationState::OnStopped delegate is getting created when the widget anim state is being destroyed and then queued to be executed later. Something is happening between the queue and the execute, which means the OnStopped function is now stale.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-385279</link><guid isPermaLink="false">UE-385279</guid><pubDate>Thu, 25 Jun 2026 18:45:10 GMT</pubDate></item><item><title><![CDATA[Mutable Dataless Generation - Regenerate Imported Models Crash]]></title><description><![CDATA[<p>Crash when  working with Dataless Mutable content. When selecting meshes in the instance, there is a crash in <em>RegenerateImportedModels</em>.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-383496</link><guid isPermaLink="false">UE-383496</guid><pubDate>Thu, 25 Jun 2026 13:10:36 GMT</pubDate></item><item><title><![CDATA[Nanite Skeletal Mesh ignores Hidden Material Section flag]]></title><description><![CDATA[<p>Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via <tt>ShowMaterialSection()</tt>. Consequently, the Isolate checkbox for material slots in the Skeletal Mesh Editor also fails to function properly.</p>

<p><b>Note</b>: This issue persists even after applying the fix from //UE5/Main CL 45797729, which addressed a related issue.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-369410</link><guid isPermaLink="false">UE-369410</guid><pubDate>Wed, 24 Jun 2026 14:52:15 GMT</pubDate></item><item><title><![CDATA[Crash in UWidgetAnimation::CreateDirectorInstance when switching resolution]]></title><description><![CDATA[<p>Hello,</p>

<p>We've encountered a crash in UWidgetAnimation::CreateDirectorInstance when repeatedly switching resolutions. We've had it for a while but it's not until recently that we've found a consistent repro.</p>




<p>Our understanding is that it's a lifetime issue. Sequence of events:</p>




<ol>
	<li>Viewport resizing triggers Slate to rebuild its widgets</li>
	<li>Some widget with an active animation gets destroyed/marked for delete</li>
	<li>UMGSequenceTickManager::ForceFlush is called</li>
	<li>During Flush MovieSceneEventSystem::TriggerEvents fires</li>
	<li>Consequently CreateDirectorInstance is called on UWidgetAnimation</li>
	<li>GetPlaybackContex() returns null</li>
	<li>CastChecked LogFatal (crash)</li>
</ol>
]]></description><link>https://issues.unrealengine.com/issue/UE-382532</link><guid isPermaLink="false">UE-382532</guid><pubDate>Tue, 23 Jun 2026 19:54:21 GMT</pubDate></item><item><title><![CDATA[Division by zero causing NaN/Inf on USkeletalMeshComponent::UpdateRigidBodyScaling() when setting scale to zero and back]]></title><description><![CDATA[<p>Up to UE 5.5, skeletal mesh physics did not get updated when the component's scale changed. This was improved on January 2025 with CL 39190335, which addressed 
    <span class="jira-issue-macro resolved" data-jira-key="UE-200943">
                [Link Removed]
                                                    <span class="aui-lozenge aui-lozenge-subtle aui-lozenge-success jira-macro-single-issue-export-pdf">Closed</span>
            </span>
. However, the new code on function USkeletalMeshComponent::UpdateRigidBodyScaling() handles scale updates by computing and using a change factor (SceneRelativeScale / PrevRootRigidBodyScale). When coming back from a situation where the scale was zero, the factor is computed as NaN or Inf, which messes up subsequent calculations and triggers an ensure() inside FBodyInstance::UpdateBodyScale(). After that point, the correct scale value becomes unrecoverable.</p>

<p>One suggested fix would be to detect zero scale and clamp it to some very small nonzero value. Note, though, that almost immediately below the scale factor calculation, there is a comment in the code warning about the drift that may be caused by the current method.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-365189</link><guid isPermaLink="false">UE-365189</guid><pubDate>Tue, 23 Jun 2026 17:54:44 GMT</pubDate></item><item><title><![CDATA[New material translator: Switch statement not derivative aware]]></title><description><![CDATA[<p>Analytical Derivatives are not calculated properly when using UMaterialExpressionSwitch. Disjoint UVs in screen space result in large jumps in the derivatives, which can cause artifacts as the wrong MIP is sampled for pixels at this border.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-296315</link><guid isPermaLink="false">UE-296315</guid><pubDate>Mon, 22 Jun 2026 23:43:49 GMT</pubDate></item><item><title><![CDATA[PlayerCollision visualization incorrect on LandscapeSplineMesh when Nanite is enabled]]></title><description><![CDATA[<p>From licensee:</p>

<p>I’ve found an issue with the visualization of PlayerCollisions when using LandscapeSplineMesh with a mesh that has Nanite enabled. The Chaos collisions shown in the Chaos Visual Debugger are correct. It therefore seems to be an Editor issue where the deformation is not applied when Nanite is turned on. If I disable Nanite, the collisions are displayed correctly.</p>

<p>Is this a known issue? Will there be a fix in upcoming versions?</p>]]></description><link>https://issues.unrealengine.com/issue/UE-356565</link><guid isPermaLink="false">UE-356565</guid><pubDate>Fri, 19 Jun 2026 09:30:20 GMT</pubDate></item><item><title><![CDATA[Sequencer - if you set the Take Separator to - rather than _ the New Take naming will mess up]]></title><description><![CDATA[<p>When using a non-default take separator (eg "-") the "New Take" option produces a malformed proposed name for the take.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-383821</link><guid isPermaLink="false">UE-383821</guid><pubDate>Thu, 18 Jun 2026 17:31:23 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, 18 Jun 2026 09:18:42 GMT</pubDate></item><item><title><![CDATA[When using the WebBrowser plugin, Korean input does not work if you type in a different input field from the one that was first used on Google.]]></title><description><![CDATA[<p>In the updated search box, Korean text may not be entered initially. As a workaround, switching to another window using Alt+Tab (or activating a different window) and then returning to click the search box allows Korean input to work again.</p>




<p><b>Additional Notes</b></p>

<p>[Link Removed]</p>]]></description><link>https://issues.unrealengine.com/issue/UE-372862</link><guid isPermaLink="false">UE-372862</guid><pubDate>Wed, 17 Jun 2026 20:13:26 GMT</pubDate></item><item><title><![CDATA[Player collision display not accurate with DirectX12 enabled ]]></title><link>https://issues.unrealengine.com/issue/UE-306792</link><guid isPermaLink="false">UE-306792</guid><pubDate>Wed, 17 Jun 2026 10:49:01 GMT</pubDate></item><item><title><![CDATA[[StateTree] StateTree fails to transition to the next state in child states when parent state contains some tasks]]></title><description><![CDATA[<p>StateTree fails to transition to the next child state in a tree where the parent state has a task such as Debug Text which does not influence state completion. The ST atttempts to transition from Level 1c which does not have a transition or next state and falls back to Root. This can be seen with Rewind Debugger or following the on screen text displayed. From an eye test, the ST should continue to go to the next state Level 2b.</p>

<p>Adding a Delay task instead will allow this to work if the delay is greater than that used in Level 2a. If you remove the task from Level 1c, it will also transition to Level 2b as expected. Adding an empty parent state to Level 1c with no changes in tasks also works.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-384337</link><guid isPermaLink="false">UE-384337</guid><pubDate>Tue, 16 Jun 2026 19:21:41 GMT</pubDate></item><item><title><![CDATA[UBackgroundBlur crashes at PSO creation under D3D12 SM6 when stereo rendering is enabled]]></title><description><![CDATA[<p>Any Slate widget that triggers the Slate post-process blur (e.g., a UBackgroundBlur with non-zero strength) hits a fatal D3D12 CreateGraphicsPipelineState failure on first render. The fatal is funneled through PipelineStateCache.cpp:707 ("Shader compilation failures are Fatal"), but the underlying error is E_INVALIDARG (0x80070057) from a VS/PS signature linkage mismatch, not an HLSL compile error.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-383022</link><guid isPermaLink="false">UE-383022</guid><pubDate>Tue, 16 Jun 2026 18:49:05 GMT</pubDate></item><item><title><![CDATA[Backout attempted fix for - AutoSize triggers ensure on shortened Skel Anim Section moved past anim length]]></title><description><![CDATA[<p>In Sequencer, calling "Edit &gt; Auto Size" on a UMovieSceneSkeletalAnimationSection triggers the LowerBound &gt; UpperBound ensure in UMovieSceneSection::SetRange (MovieSceneSection.h:333) when the section has been shortened below the animation length and then moved so that its start frame is beyond the animation length.</p>

<p>Root cause is in UMovieSceneSkeletalAnimationSection::GetAutoSizeRange (MovieSceneSkeletalAnimationSection.cpp:337). It calls InnerToOuterTransform.TryTransformTime(InnerEndTime).Get(InnerEndTime), and when the inverse transform fails to map InnerEndTime to an outer time (because the value is outside the Inner Clamp or Inner Loop range), the .Get(InnerEndTime) fallback returns the raw inner-tick value. That value is then used as if it were an outer-tick value in GetInclusiveStartFrame() + (OuterEndTime - OuterStartTime).FrameNumber, mixing inner-tick and outer-tick values and producing a negative or otherwise invalid length. SetRange then refuses the range and Auto Size has no effect.</p>

<p>This behavior was introduced by CL 40829088 (
    <span class="jira-issue-macro resolved" data-jira-key="UE-254882">
                [Link Removed]
                                                    <span class="aui-lozenge aui-lozenge-subtle aui-lozenge-success jira-macro-single-issue-export-pdf">Closed</span>
            </span>
, fixed in 5.6), which replaced the previous TOptional check with a .Get(fallback) pattern.</p>]]></description><link>https://issues.unrealengine.com/issue/UE-382288</link><guid isPermaLink="false">UE-382288</guid><pubDate>Mon, 15 Jun 2026 18:24:08 GMT</pubDate></item><item><title><![CDATA[PCGs Duplicate Point node option to apply in Relative Space has metadata warnings and crashes editor.]]></title><description><![CDATA[<p>When using the PCG Duplicate Point node's "Direction Applied in Relative Space" option, this deletes or messes with the output metadata and, if connected to an output or using it's debug mode, will crash the editor.</p>

<p>The issue occurs regardless of what kind of points and data are coming in, how many iterations you add, or any other settings. The results are always a crash.</p>

<p>When reproducing this issue, the editor will crash with the following error:<br>
Assertion failed: IsRotationNormalized() [Link Removed] <span class="error">&#91;Line: 1307&#93;</span></p>]]></description><link>https://issues.unrealengine.com/issue/UE-361647</link><guid isPermaLink="false">UE-361647</guid><pubDate>Mon, 15 Jun 2026 13:24:40 GMT</pubDate></item><item><title><![CDATA[Custom Items and Inventory can appear enabled while actually being disabled]]></title><description><![CDATA[<p>Toggling the Custom Items and Inventory setting and then closing the editor without saving can lead to a mismatch between the Project Settings Custom Items feature and the IslandSettings object in the world that governs behaviour in-game which leads to missing functionality. The project setting will look checked but Island Settings → Game Data → Use Custom Inventories will be unchecked without the ability to manually activate it. </p>

<p>WORKAROUND:</p>

<p>Unchecking and rechecking the Custom Items and Inventory setting will re-apply the change to the currently loaded Island Settings object. Be sure to save! </p>]]></description><link>https://issues.unrealengine.com/issue/UE-383989</link><guid isPermaLink="false">UE-383989</guid><pubDate>Fri, 12 Jun 2026 20:38:45 GMT</pubDate></item><item><title><![CDATA[When typing Korean in Slate using FTextInputMethodContext, characters outside a specific range are not entered]]></title><description><![CDATA[<p><b>Descriptions</b></p>

<p>After getting the below message</p>

<p>LogTextStoreACP: Verbose: GetTextExt - From 33 to 34</p>




<p>A line break past that range is inserted. However, when typing Korean, the correct range is not selected. Instead, it remains fixed at 'From 33 to 34' , which prevents Korean input.</p>




<p><b>Additional Notes</b></p>

<p>Even after the bug occurs, Korean input still works when typing before position 33. ([Link Removed])</p>

<p>The same issue also occurs in the default Editable Text and Editable Text (Multi Line) widgets</p>]]></description><link>https://issues.unrealengine.com/issue/UE-372861</link><guid isPermaLink="false">UE-372861</guid><pubDate>Fri, 12 Jun 2026 19:06:30 GMT</pubDate></item><item><title><![CDATA[Blocky artifacts in right eye when reflection captures are used]]></title><link>https://issues.unrealengine.com/issue/UE-381655</link><guid isPermaLink="false">UE-381655</guid><pubDate>Wed, 10 Jun 2026 16:46:08 GMT</pubDate></item><item><title><![CDATA[Curve Editor Pop-out Closes on Modification]]></title><description><![CDATA[<p>The internal curve editor closes its popout window automatically on any modification, which makes it difficult to use to edit the curve.</p>

<p>See also the attached video demonstrating the bug</p>]]></description><link>https://issues.unrealengine.com/issue/UE-175092</link><guid isPermaLink="false">UE-175092</guid><pubDate>Wed, 10 Jun 2026 16:08:11 GMT</pubDate></item></channel></rss>