CopyFileUnderSourceControl Fails on Already Resolved Files

UE - Editor - Workflow Systems - Apr 12, 2023

CopyFileUnderSourceControl has instances when the response is not a success even though the files are copied successfully under source control. It seems FPerforceCopyWorker::Execute() tries to reso ...

UDataTableFunctionLibrary::AddDataTableRow() fails for blueprint-defined row structure types

UE - Framework - Blueprint - Feb 2, 2024

The editor-scripting blueprint node "Add Data Table Row" fails when the Data Table uses a Row Structure that was defined in blueprint. Internally, it checks if the passed-in UScriptStruct is derived ...

Bright Flickering or Black Squares with Rectangle Lights Intersecting Meshes

UE - Graphics Features - May 31, 2024

Rect Lights that intersect geometry can produce NaN pixels in SceneColor, which will affect bloom, FXAA, and other future passes. This can lead to large visible artifacts. The NaN values are produc ...

[CrashReport][Assert] UnrealEditor-D3D12RHI!FD3D12ResourceLocation::ReleaseResource() [Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:1392]

UE - Rendering - Architecture - RHI - Oct 22, 2024

Users affected: 73 Total occurrences: 156 Last occurrence: October 22nd 2024, 9:59:58 am First occurrence: October 2nd 2024, 4:53:30 pm Latest version: ++UE5+Release-5.5-CL-36679577 Platform: Win64 ...

[CrashReport][GPU Crash] NodeAndClusterCull

UE - Rendering - Graphics Features - Nanite - Nov 19, 2024

Users affected: 51 Total occurrences: 90 Last occurrence: November 19th 2024, 3:25:41 am First occurrence: August 7th 2024, 8:10:10 pm Latest version: ++UE5+Release-5.5-CL-37670630 Platform: Win64 [ ...

Unable to change Actor Coloration View Modes in PIE

UE - World Creation - Worldbuilding Tools - Jul 20, 2025

When in PIE changing Actor Coloration view modes from the viewport visualisation mode [Liit] -> [Actor Coloration] -> ... Does not update correctly when switching view mode and sometimes isn't corr ...

Niagara - "Make Static" nodes do not seem to be working correctly.

UE - Niagara - Apr 7, 2025

When a "Make Static" node is used in a Niagara Function Script or Niagara Module Script to supply the input value for a Static Switch Selector or, a Function Parameter, or a Function Parameter Defau ...

OcclusionFeedback may not be performant for primitives with large screensize

UE - Platform - Mobile - Dec 13, 2025

A licensee reported that the performance could be worse in some scenarios (probably a small scene with large objects) with OcclusionFeedback enabled ( 20fps up if disabled), tested on a Qualcomm 870 ...

Nanite Skeletal Mesh ignores Hidden Material Section flag

UE - Rendering - Graphics Features - Nanite - Mar 11, 2026

Unlike non-Nanite Skeletal Meshes, Nanite-enabled Skeletal Meshes do not correctly respond to the Show flag passed via ShowMaterialSection(). Consequently, the Isolate checkbox for material slots in ...

Using collapse to function on an event binding causes a crash when that function is referenced in another class

UE - Gameplay - Blueprint - Nov 28, 2016

Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...