It seems like the code in RefreshSamplerStatesCallback() can overlap with FillUniformBuffer when it mutates the Wrap_WorldGroupSettings and Clamp_WorldGroupSettings FSharedSamplerState objects. Adding a wait at the beginning of the if(bRefreshSamplerStates) block seems to avoid the issue.
Steps to Reproduce
Rapidly and repeatedly change r.MipMapLODBias while in-game in a complex scene
It's in FUniformExpressionSet::FillUniformBuffer called from the task in FUniformExpressionCacheAsyncUpdater::Update
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-369233 in the post.
| 0 |
| Component | UE - Rendering - Architecture - RHI |
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| Affects Versions | 5.6 |
| Created | Mar 10, 2026 |
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| Updated | May 26, 2026 |