Crash when a Deferred Decal (Translucent) base material has a Nanite Override (Masked Surface) Material and the mesh has Nanite + Ray Tracing enabled.

UE - Graphics Features - Ray Tracing - Aug 14, 2025

A crash occurs when Nanite override material instance is used in a project with Ray tracing enabled where: 1 The Material assigned to the static mesh uses Deferred Decal / Translucent and the Nani ...

Rect Light not rendered correctly when using Virtual Texture as source texture

UE - Graphics Features - Aug 14, 2025

Licensees have reported that this issue occurs when rendering from the command line: Rectangular lights with virtual textures do not render when you run the "Render (Remote)" button in the Editor, a ...

Weight blended layers can leave ghost traces when cleared

UE - Graphics Tools - Terrain - Landscape - Aug 13, 2025

Directory placeholders can get added to the external actor packages.

UE - Virtual Production - Tools - Shot Management - Aug 13, 2025

We should not create placeholders when using WP or OFPA. ...

Vector VM - Crash / memory stomp when using > 255 external function calls

UE - Niagara - Aug 12, 2025

The Vector VM has only every supported a byte's worth of external function calls, when we blew the limit it would index into the incorrect VM call. The new VM will also overwrite memory when exceed ...

Visibility doesn't get effected by hierarcy levels

UE - Anim - Sequencer - Aug 11, 2025

We use the hierarchy bias to override actions within subsequences. We can do that for transforms and control rigs, but the visibility track doesn't seem to obey the same rules. Attached is a video o ...

FNiagaraStackGraphUtilities::FindScriptModulesInStack() parameter "OutFunctionCalls" should be a reference

UE - Niagara - Aug 11, 2025

On file [Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Public\ViewModels\Stack\NiagaraStackGraphUtilities.h], function FNiagaraStackGraphUtilities::FindScriptModulesInStack() receives a parameter " ...

Rewind debugger would crash when recording a character using Pose search

UE - Anim - Gameplay - Aug 8, 2025

Our character is using the Pose search setup from GameAnimation content example. The architecture of the system is most the same with some new function that account for some input difference and sp ...

Using ForceCustom Mode causes TPose for single frame in Level Sequencer

UE - Anim - Sequencer - Aug 8, 2025

We are seeing TPose issues when swapping between EDL shots on skeletal mesh actors. We have spawned skeletal mesh actors added to a Level sequence that are set to use an animation blue prints which ...

GPU Crash from out of memory read/writes in Lumen when using non-power-of-2 TracingOctahedronResolution

UE - Graphics Features - Lumen - Aug 6, 2025

When the r.Lumen.ScreenProbeGather.TracingOctahedronResolution is not a power of 2 or LumenFinalGatherQuality in a Post Processing Volume is set to a value such that the TracingOctahedronResolution ...