Compiling any material in UE 5.5.1 without ShaderCompiler JobCache results in a crash

UE - Rendering - Architecture - Shaders - Jan 15, 2025

Compiling any material with r.ShaderCompiler.JobCache=0 causes ShaderCompileWorker to crash. Reproduction steps cause a crash during Editor startup, but this bug may affect other scenarios where mat ...

5.5.3 insights crashes when opening .utrace files with "RenderCommands,RDG,RHICommands" channels.

UE - Metaverse - Profiling Tools - Feb 19, 2025

The customer provided reproduction steps and a trace file that crashes Insights. From the customer: manually placing if (!CurrentGraph) Unknown macro: { return; } nullchecks in RenderGraphInsi ...

Shadow Maps performance issue with 5.4 in comparison towards 5.3

UE - Rendering - Features - Shadows - Nov 20, 2024

Shadow depths performance for non-VSM in certain scenes, notably those with rect lights and meshes that are set to movable, went from ~2ms to ~18ms going from UE 5.3 to UE 5.4. Setting the movable a ...

Custom Nav Area Not Affecting Nav Mesh Until Restart

UE - AI - May 2, 2016

When using a Nav Modifier volume with a custom Nav Area class, the Nav Mesh is not being affected until the editor is restarted. Found in 4.11.2 binary. Reproduced in 4.12 Preview 1 binary and Main ...

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions

UE - Runtime - Deformable - Dec 6, 2024

Geometry Collection (GC) fragments are affecting the Navmesh in wrong positions and the identified cause is wrong indexing. Once a GC breaks, it's fragments, when big enough, are creating islands in ...

[UE 5.8][MediaViewer] Crash when switching Level Editor viewport type to Cinematic Viewport

UE - CAPT - Tools - Media Viewer - Oct 19, 2026

POST LINK: https://forums.unrealengine.com/t/ue-5-8-mediaviewer-crash-when-switching-level-editor-viewport-type-to-cinematic-viewport/2747407 POST BODY:Summary The editor crashes when Media Viewer ...

Legacy HLOD Nanite Meshes Always Rendering in 5.5

UE - Engine Scaling - Streaming - HLOD - Mar 17, 2025

From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...

Fields with Maximum resolution are not affecting all leaves of a Geometry Collection

UE - Runtime - Deformable - Apr 25, 2025

Fields with Maximum resolution are not affecting all leaves of a Geometry Collection on 5.4 and onwards. When calling GetRelevantParticleHandles() a Maximum Resolution field does return all particl ...

UText3DComponent's Text property access: UE 5.3 broke BP setters. UE 5.6 unneccessarily broke compatibility and incorrectly removed BP getters.

UE - Core - Systems - Jul 30, 2025

Class UText3DComponent from the "Text 3D" plugin contains a "FText Text" member which must be set through a SetText() function to correctly update the component's internal state. Up to UE 5.2, "Tex ...

Nanite Mesh Dither Opacity Mask Not Working in 5.6.0

UE - Rendering - Features - Nanite - Jul 30, 2025

In Unreal Engine 5.5.4, the Dither Opacity Mask option in a Masked material works correctly on Nanite meshes. However, in version 5.6.0, the dithering effect no longer applies to Nanite meshes. ...