Audio Memory Growth While Paused

UE - Audio - Feb 26, 2026

User has provided a trace file attached to case. User experiencing going out of memory during gameplay with console command "Pause" activated. Using 5.6 from Perforce in the Release-5.6.0 stream at ...

Crash caused by a race condition in Nanite::DispatchBasePass()

UE - Rendering - Features - Nanite - Feb 25, 2026

Nanite::BuildShadingCommands() launches two asynchronous tasks: ShadingCommands.SetupTask ShadingCommands.BuildCommandsTask BuildCommandsTask is responsible for modifying ShadingCommands.Commands ...

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 ...

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

UE - Rendering - 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 ...

Issue during the CapturingScene phase when having Nanite mesh as source component for HLOD Generation

UE - Engine Scaling - Streaming - Feb 17, 2026

When generating the textures for Approximate HLOD layers, the Nantie geometry is very low resolution, resulting in the captured textures fitting the actual HLOD geometry poorly. This creates visual ...

Bug - Vertex Interpolator exposing parameters to instance even if its not connected

UE - Rendering - Architecture - Materials - Feb 17, 2026

Parameters attached to the input of a Vertex Interpolator Material Expression are visible in the Material Instance, even if the output of the Vertex Interpolator Material Expression is not connected ...

Non-deterministic actor names created by ChildActorComponent if level uses OFPA

UE - Engine Scaling - Streaming - Feb 16, 2026

The bug only happens when the ChildActorComponent is added to the BP after placing instances and saving the world. Adding the ChildActorComponent after this will result on the name of the child acto ...

Distance Field Shadows do not work with Nanite meshes

UE - Rendering - Features - Nanite - Feb 16, 2026

Nanite meshes only cast virtual shadow maps and do not cast any distance field shadows, regardless of the distance of the shadow casting mesh to the camera. ...

Material Parameter Collection Track doesn't work in UMG Preview from 5.7

UE - AI Workflows - UI Systems - UMG - Feb 12, 2026

The UMG editor allows us to add a Material Parameter Control track to an animation. This track makes it possible to animate parameters used in a material. Designers can scrub the timeline and previe ...

Directly opening a modified map asset of a streaming sublevel does not always force it to be reloaded (inconsistent with other map open behaviors)

UE - Engine Scaling - Streaming - Feb 10, 2026

When the level currently being edited has unsaved changes and the user opens a new one, the Editor asks if the changes should be saved. If the user answers negatively, the level asset is reverted to ...