Lighting channels on static mesh doesn't change correctly at runtime

UE - Graphics Features - Aug 28, 2020

If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting.  A weird thing is, if ...

AfterMotionBlur Translucent Material With Local Exposure Enabled Causing Artifacts

UE - Rendering - Features - Feb 20, 2025

When TSR is enabled, translucent materials using the AfterMotionBlur translucency pass cause visual artifacts when local exposure is active. The artifacting is believed to occur because the local ex ...

LastRenderTime does not update when Occlusion Culling is disabled

UE - Rendering - Features - Feb 25, 2025

When disabling Occlusion Culling, Components will not have their Last Render Time updated. ...

MultiProcessCook Shader Symbols fail to write when two workers race and try to write them at the same time

UE - Rendering - Architecture - Shaders - Jan 4, 2026

When shadersymbols are requested, cooking shaders writes the symbol files into {Project} /Saved/ShaderSymbols/<PlatformName>. These symbols are written by the function FShaderSymbolExport::Write ...

Static Mesh Component Scale Displays Incorrect Values on Static Meshes as Scene Roots

UE - Gameplay - Blueprint - Mar 8, 2016

Static mesh components incorrectly display scale information through the Detail's Pane and Blueprint editor window until simulation is pressed. This occurs if the static mesh component is moved to t ...

Sequencer Render: Animation not updating for a moment on camera cut

UE - Anim - Sequencer - Mar 17, 2017

When rendering from sequencer to an image sequence, character animation stops for 2 frames after a camera cut. This hitch does not occur when playing the sequence in PIE I've attached some sample d ...

ScreenshotCapturedDelegate is never called in HDR

UE - Platform - Console - Nov 21, 2025

In UGameViewportClient::ProcessScreenShots, when bHdrEnabled is true, the Bitmap array is never filled (the capture code uses BitmapHDR), so ScreenshotCapturedDelegate is never called for any custom ...

Auto Convex Collision will cause crash when using significantly small meshes

UE - Gameplay - Dec 16, 2015

A hard crash can happen when applying auto convex collision to a complex mesh that is below a certain build scale or screen size. The meshes that cause this have higher poly counts and increasing th ...

Background blur missing with HDR CompositeMode 1

UE - Rendering - Features - Jul 29, 2021

UPD: According to Affects Version field, issue reproduces in 4.26, Regression for 4.27 - No. ...