FEvaluateActorReferenceChannels don't run on GameThread

UE - CAPT - Sequencer - Aug 4, 2026

When playing back sequences on a character that is bound users will sometimes run into an ensure from FEvaluateActorReferenceChannels. ...

Intermittant motion blur issues in content heavy scenes

UE - Rendering - RHI - Jul 30, 2026

When using the following RHI/Render thread/GT sync configuration:r.OneFrameThreadLag 1r.GTSyncType 1 The previous skinning bone data can be corrupted and introduce visual artifacts on everything us ...

Issue with UHLODBuilder::ComputeHLODHash

UE - Engine Scaling - Streaming - Jul 23, 2026

The HLOD content hash used to detect changes and trigger rebuilds effectively ignores everything hashed before the source-component loop — including the result of UHLODBuilderSettings::ComputeHLODHa ...

Viewport Controller Camera Control Regressions in UE5.8

UE - Editor - Jul 16, 2026

In UE5.8 it appears some changes were made to the camera control and navigation in the editor viewports. You can no longer use controller and mouse simultaneously to control the camera. Previously ...

Can't cook a subsequent release when the project uses World Partition.

UE - Core - Data Pipeline - Cooker - Jul 14, 2026

A licensee reported getting errors when cooking a subsequent release. The bug is a side effect of CL44557776 which changed the behavior when dealing with generated packages in UCookOnTheFlyServer::G ...

Cine Assembly - Cannot convert any bindings to spawnable

UE - CAPT - Tools - Shot Management - Jul 13, 2026

You cannot change any binding type in bindings in Cinematic Assemblies, e.g., you cannot make something spawnable. ...

MovieSceneAnimMixer: Force Root Lock suppression is editor-only, causing PIE vs cooked divergence

UE - CAPT - Sequencer - Jul 13, 2026

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 (FAnimNextExtractRootMotionTask) can measure and ...

UserSceneTexture not working in Virtual Reality

UE - Platform - XR - Jun 25, 2026

User reports that UserSceneTextures used in Post Process Materials are only correctly rendered inside the left eye in VR. ...

Parameter metadata not accessible if modified in Material Instance and then converted to CustomPrimitiveData

UE - Rendering - Architecture - Materials - Jun 24, 2026

There’s a potential issue with some changes we made to UMaterialInstance::GetParameterValue (https://github.com/EpicGames/UnrealEngine/commit/8f2bebb008ba645f5938da844cd46b0925322b13). It seems as t ...

Translucent meshes randomly flicker when using VSM

UE - Rendering - Features - Jun 23, 2026

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. L ...