Crash with SceneCapture DepthPrepassOptimization enabled

UE - Rendering - Architecture - May 22, 2026

Dynamic Translucency Resolution Not Reported Correctly

UE - Rendering - Architecture - Mar 24, 2026

The dynamic translucency resolution and other dynamic resolution values were tied to the primary dynamic resolution and never updated for each type of dynamic resolution. The scaling resolution fra ...

Virtual Texture does not stream high-resolution data when assigned as a UI material to a widget.

UE - Rendering - Architecture - Mar 23, 2026

When a Virtual Texture is applied as a UI material, there is no associated geometry, so it does not explicitly request the loading of high-res virtual texture tiles. ...

SetBlendState has HDR UI override baked in

UE - Rendering - Architecture - Mar 20, 2026

SetBlendState() is called from non-UI code but has HDR UI overrides baked in. The UI specific code should be moved to the UI code that calls SetBlendState() - likely in FCanvas, or the function sho ...

DynamicWind doesn't unregister proxy and leaks

UE - Rendering - Architecture - Mar 20, 2026

FSkinnedSceneProxy's never get unregistered from the DynamicWind system In FDynamicWindTransformProvider::UnregisterSceneProxy, there's an early out that says: if (SkinningSceneExtProxy == nullptr ...

Occlusion Queries for Static Meshes with ERuntimeVirtualTextureMainPassType::Exclusive

UE - Rendering - Architecture - Feb 20, 2026

Static Meshes that draw into RVTs and have "Draw In Main Pass" is set to "From Virtual Texture" (ERuntimeVirtualTextureMainPassType::Exclusive) will still draw in Occlusion Queries. This can be tr ...

Unstable automation tests in "Standard Tests" list.

UE - Rendering - Architecture - Feb 20, 2026

The two following automation tests found in the "Standard Tests" list hit exceptions & cause the editor to crash:System->Physics->Interface->BodyInstanceShaders->ShaderPreprocessor->BuiltInMacros ...

HISM causing massive spikes in BuildTreeAsync

UE - Rendering - Architecture - Feb 12, 2026

Loading a world partition cell containing dense foliage (30k+ instances per cell) causes spikes on lower end hardware of up to 10-15ms and can observe spikes of 2-5ms on high end hardware too primar ...

Texture streaming uses ISM component bounds instead of closest ISM instance

UE - Rendering - Architecture - Jan 22, 2026

When regular texture streaming is used (not virtual textures), the largest mips are always loaded for ISM mesh textures whenever the camera is inside the bounds of the ISM even if the instances are ...

Custom Primitive Data is not affected in the skeletal mesh on BP instances in the editor

UE - Rendering - Architecture - Jan 22, 2026

Editing Custom Primitive Data values ​​in the details panel of a placed BP actor with a Skeletal Mesh component does not reflect in the Editor viewport. ...