Partially loaded level instance becomes fully loaded after editing nested level instance

UE - Engine Scaling - Streaming - Level Instances - Sep 10, 2024

FBoneContainer::MakeMeshPoseIndex crash (out-of-bounds array)

UE - MVF Character - Animation - Sep 25, 2024

SceneCaptureComponent2D destroys shared Lumen Radiosity atlases every frame, breaking temporal accumulation in the main view

UE - Rendering - Features - Lumen - Sep 14, 2026

A USceneCaptureComponent2D with bCaptureEveryFrame = true and default post process settings causes FLumenSceneData::IndirectLightingAtlas and RadiosityNumFramesAccumulatedAtlas on the sharedScene->D ...

HISMC always shows lowest LOD

UE - World Creation - Worldbuilding Tools - Foliage - Nov 22, 2016

User report: HISMCs are currently broken in master. They always show the lowest LOD available for a mesh, so if you have a HISMC with a tree mesh set, you would always see the billboard of the tree ...

Runtime Virtual Texture primitives set to never render to main pass still cause occlusion queries

UE - Graphics Features - Mar 23, 2021

RVT only primitives are being pushed through the occlusion culling. It would be more efficient to not do that. ...

Pasting a component binding onto a Spawnable will not set up parenting correctly

zComponent - Archive - Aug 6, 2021

It appears that for spawnable bindings, when adding a child binding through a copy/paste it is not added to the child bindings array on the spawnable, so when GetChildPossessables is called, there a ...

Steam VR client crash when connecting to Server

UE - Platform - XR - Jan 6, 2020

Client crashes when connecting to server on Vive. Did not reproduce with Oculus Rift. ...

Network Prediction crash when smoothing service instance data is reallocated out from under FNetworkPredictionStateView

UE - Runtime - Character - Apr 4, 2025

Received a report from a licensee using Network Prediction Plugin and Mover.  There is a strong likelihood of a crash occurring when using NPP's smoothing option and spawning new NPP-simulating ins ...

Rendering sequence with livelink data has issues with smooth engine offset

zComponent - Archive - Apr 26, 2023

[Link Removed] for reference Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it ...

SingleSampleShadowFromStationaryLights does not work in UE5 (when GPU-Scene is used)

UE - Rendering - Features - Shadows - Jul 21, 2022

The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...