Memory leak with -renderoffscreen and uncapped frame rate

UE - Rendering - Architecture - RHI - Jun 22, 2026

A customer reported that -renderoffscreen leaks when running with an uncapped frame rate ...

Water plugin's RVT/ISR shader permutations fail PSO creation with instanced stereo (D3D12 SM6)

UE - Rendering - Architecture - RHI - Jun 4, 2026

With Instanced Stereo Rendering enabled and the Water plugin enabled (default), PSO precaching speculatively compiles WorldGridMaterial × FWaterVertexFactory* permutations for the Runtime Virtual Te ...

[CrashReport][Crash] Engine!FSceneViewport::UpdateViewportRHI() [SceneViewport.cpp]

UE - Rendering - Architecture - RHI - May 29, 2026

#200 crash out of 2101 in UE 5.8 on Windows#34 crash for UE - Rendering - Architecture in UE 5.8 on Windows#20 crash for UE - Rendering - Architecture - RHI in UE 5.8 on WindowsAssertion failed: IsI ...

check(bRenderStateCreated) fires in SendRenderDynamicData_Concurrent called from FRegisterComponentContext::Process

UE - Rendering - Architecture - RHI - May 18, 2026

FRegisterComponentContext::Process() in ActorComponent.cpp iterates over SendRenderDynamicDataPrimitives and calls SendRenderDynamicData_Concurrent() on each. The existing guard checks ::IsValid(Pri ...

Rare crash when changing scalability settings rapidly

UE - Rendering - Architecture - RHI - Mar 10, 2026

It seems like the code in RefreshSamplerStatesCallback() can overlap with FillUniformBuffer when it mutates the Wrap_WorldGroupSettings and Clamp_WorldGroupSettings FSharedSamplerState objects. Addi ...

Precaching global shaders with r.PSOPrecache.GlobalShaders = 2 crashes on startup

UE - Rendering - Architecture - RHI - Feb 19, 2026

A licensee has reported that they are trying to run a cooked project with r.PSOPrecache.GlobalShaders=2 and running into a crash. They believe the problem is in PrecacheComputePipelineStatesForGlob ...

Memory leak in FMaterialPSORequestManager

UE - Rendering - Architecture - RHI - Jan 21, 2026

Context: FMaterialPSORequestManager::PrecachePSOs() is called at runtime when an asset utilizing a material is loaded. This occurs during engine init, travel, and when any async or synchronous load ...

HISM flickering when any character is visible

UE - Rendering - Architecture - RHI - Jan 12, 2026

On an NVIDIA GPU, Instanced Static Meshes can flicker when a Groom card or mesh LOD is visible. This appears related to an issue rendering the ISM into the Scene Depth. At the end of the Prepass, t ...

Light Function Materials containing a Texture Sample and Rotator nodes will fail RHI Validation

UE - Rendering - Architecture - RHI - Jan 12, 2026

Using a Light Function Material that contains a Texture Sample and Rotator nodes will cause RHI Validation to fail with the following error: LogOutputDevice: Error: Ensure condition failed: Bindings ...

FViewElementPDI::DrawLine calls for SDPG_World are not rendered in PIE or in Game

UE - Rendering - Architecture - RHI - Jan 7, 2026

When View.Family->EngineShowFlags.CompositeEditorPrimitives is false in the function RenderEditorPrimitivesForDPG. This code picks which version of the batched lines to renderconst FBatchedElements ...