ApplyLocalExposure uses Output_ExtentInverse instead of Output_ViewportSizeInverse for bilateral grid UV

UE - Rendering - Features - May 18, 2026

The ApplyLocalExposureCS shader in PostProcessLocalExposure.usf computes UV coordinates for the LumBilateralGrid 3D texture using Output_ExtentInverse (1/RenderTargetSize) instead of Output_Viewport ...

[CrashReport] UE4Editor_CoreUObject!FCompressedChunk::FCompressedChunk()

UE - Foundation - Core - Jul 24, 2017

This is a common crash affecting users in 4.16 and the 4.17 Previews. The two descriptions provided by users say their crash occurred after updating their project from 4.13. User DescriptionsUpgra ...

Cached State Machine is re-initialized whenever cached pose is referenced

OLD - Anim - May 19, 2015

This may not be an expected use of state machines, but it is becoming a showstopper for a couple of users. These user's are caching their locomotion state machine and then using a second state mach ...

AssetRegistry has poor performance when a large map is resaved

UE - Core - Systems - Jun 21, 2024

A licensee reports that their large map has a 10s cost in the AssetRegistry when resaved. They took a profile and found the cost is mostly in LoadCalculatedDependencies for the map, and most of that ...

MaterialX texture imports won't import files with the same name

UE - Editor - Open File Formats - Import and Export - Apr 2, 2025

Hello! When importing .mtlx files that contain textures with the same name (but different filepaths), only the first texture is imported. This seems to be due to the function CreateTextureNode() i ...

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 ...

GAS: AbilitySystemComponent does not DestroyActiveState after re-entering play

UE - Gameplay - Gameplay Ability System - Oct 30, 2023

UAbilitySystemComponent::DestroyActiveState() is called when the component is unregistered (OnUnregister) and when its destroyed (OnComponentDestroyed). It performs state cleanup such as canceling a ...

LevelSequenceActorSpawner::GetLevelStreaming() fails to compare sub level names when running in Pie

UE - Anim - Sequencer - Sep 26, 2019

The problem is in the function with signature "ULevelStreaming* GetLevelStreaming(FString SafeLevelName, UWorld& World)" within LevelSequenceActorSpawner.cpp at line 30. The problem is with the Safe ...

Certain materials are failing to compile in sample projects

UE - Graphics Features - Jan 17, 2017

Materials applied to the lava in the elemental demo are not rendering during the cinematic. With the dim lighting in the cinematic the lava appears very dark. The following shader compile warning ...

Action RPG Sample packaging fails with BP Nativization method set to Inclusive

UE - Gameplay - Blueprint - Dec 3, 2020

Not a regression as this also occurs in 4.25.4 Packaging does not work with BP Nativization on exclusive or inclusive (see [Link Removed]) Error Messages (see log for full output, many related err ...