Crash when Reimporting SpeedTree asset with Billboard Material reset to the default World Grid Material

UE - Editor - Content Pipeline - Import and Export - Feb 7, 2017

A crash occurs when reimporting a SpeedTree asset after clearing the material billboard element and setting it to the default world grid material. The licensee reporting the issue mentions to worka ...

loading hangs on new level with the new audio engine and media sound components

UE - Audio - Mar 1, 2018

When enabling the AudioDeviceModuleName=AudioMixerXAudio2 setting in the windowsengine.ini file it causes new level loads to lock up. This may be due to the garbage collection stuck in a loop wai ...

Crash in a packaged project when loading into a level after a nativized Anim BP grabs a PoseSnapshot using a FName

OLD - Anim - Oct 25, 2019

In packaged projects will crash when an animation blueprint that is nativized loads into a new level. The anim blueprint needs to use the PoseSnapshot node with a FName variable passed before loadin ...

[Spatialization] - When a sound starts playing while the listener in in the Binaural Radius, when they exit the sound stops playing

UE - Audio - Spatialization - Nov 18, 2021

If a sound starts playing while the listener is inside the binarual radius, the sound stops abruptly when they leave the radius. Does not occur if the listener starts in the binaural radius. Does no ...

FMath::Eval ignores groupings while solving

UE - Core - Systems - Nov 8, 2022

This is not a regression. Tested in //UE5/Release-5.0 CL20979098 FMath::Eval ignores groupings while solving problems. This has caused some confusion with users who are expecting the groupings to b ...

Translucency area has stripe-style issue on TSR

UE - Graphics Features - Mar 28, 2024

The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facingplanes. This problem can be mitigated by increasing r.TSR.ShadingRejection.TileOverscan from 3 to 4 with ...

[AI] Changing NavMesh Resolution in config file does not update the quantFactor of existing navmesh

UE - Runtime - Character - Aug 6, 2025

When we changed the resolution in the config, if you open a map and then look at the navmesh, the resolution it shows is the updated one from the config (assuming you haven't overridden anything) ...

Mutable compile hangs indefinitely when using Customizable Object Extension Data Constants

UE - Anim - Mutable - Oct 25, 2025

I am getting a CO compile to hang indefinitely while compiling. It seems to be caused by the optimization in LocalLogicOptimiserAST that tries to convert 3+ conditionals into a switch statement. It ...

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 ...

Input pins of BP node are not updated after a hot reload

UE - Gameplay - Blueprint - Apr 17, 2015

If a code defined function that takes in a parameter is called from blueprints, the BP node will show the input pin for the parameter. If the parameter list is changed after the node is created and ...