Crash on 5.7 when running with the Vulkan RHI and async compute

UE - Rendering - Architecture - RHI - Dec 4, 2025

Making this a placeholder for now. Will fill out the description asap ...

Having a block in layout before switching to overlay strategy affects the overlay output.

UE - Anim - Mutable - Mar 5, 2026

Issue: If "Resizable" Layout Strategy contains a block, it will influence the "Overlay" Layout Strategy. Expected behavior: When using "Overlay" Layout Strategy, it should disregard whatever the "R ...

Unreal 5.7 Trace server not working on Rocky 8

UE - Platform - Linux - Aug 6, 2026

UnrealTraceServer built on a Rocky 8 machine yields a binary that depends on versions of glibc and glibcxx higher than the 2.28 version provided by Rocky 8.$ ldd UnrealTraceServer./UnrealTraceServer ...

Wind affects cloth in scene when there is no Wind Directional Source actor placed

UE - Simulation - Physics - Character - Jun 22, 2015

If a character with a cloth simulation or a mesh with a cloth simulation is in the scene there is wind force that is being applied to the cloth. The only way to remove this is by setting a Wind Dire ...

InstancedStaticMeshes disappear in Shipping builds on mobile when affected by dynamic point lights

UE - Platform - Mobile - Aug 22, 2019

This ticket is to add the safe workaround for 4.23.1, with a more optimal fix coming in 4.24. ...

Unable to affect setting cubemap blend in skyLight and reflections on transluscent materials

UE - Rendering - Architecture - Oct 17, 2023

Attempting to blend SkyLight Cubemaps via the SetCubemapBlend function to blend between different Cubemaps to make the changes seamless is not reflected. As a workaround, in LumenTracingCommon.ush, ...

Landscape HLODs are broken in 5.7.2 (Github Release branch)

UE - World Creation - Worldbuilding Tools - HLOD - Feb 6, 2026

Landscape HLODs are broke when build from Editor. See repro steps above. I have not provided a repro project as it uses the open world starter map. Note that current Main has additional bugs that o ...

Map placed actor binding to another actor's Event Dispatcher (multicast delegate) results in duplicate bindings after blueprint recompile

UE - Framework - Blueprint - Apr 17, 2025

Context Blueprint actors placed on the map can bind to another actor's event. If an ActorB has a reference to ActorA, it can bind to an event dispatcher in A by creating an event node in ActorB's e ...

Crash when a StateTree-related Parameter is of a type that includes two nested arrays with the same name (due to FPropertyChangedEvent::ArrayIndicesPerObject using array names to map to their changed indices)

UE - Framework - Dec 19, 2025

This issue was reported in the context of adding and setting parameters on StateTrees, Tasks and related assets, but its root cause lies in the structure FPropertyChangedEvent and can possibly affec ...

Teleport only affects static mesh of destructible meshes, collision remains at original location

UE - Simulation - Physics - Destruction - Sep 15, 2015

Teleporting a destructible mesh only transports the mesh of the object, the collision remains where it was originally located. Further, if the player runs into the collision, the static mesh will re ...