Distance field shadows cut out early in the second eye

UE - Platform - XR - May 3, 2022

Distance field shadows have artifacts in the second eye in XR as shown on the picture. [Link Removed] ...

HighResShot results depend on viewport size

UE - Rendering - Features - Jul 19, 2022

Licensee wants to take screenshots that are more than the size of the viewport ingame. However, they are having trouble because the results depend on the size of the viewport. ...

ProceduralMesh created by ImpostorBaker cannot be saved.

UE - Graphics Tools - Modeling Tools - Mesh Editing - Jan 12, 2023

Clearing the DynamicMaterial reference will save it, but several licensees have inquired about it, so it would be kind if it were corrected. ...

Sequence is marked dirty when closing

zComponent - Archive - Feb 24, 2023

Crash when exporting static mesh actor to FBX (Array index out of bounds)

UE - Editor - Open File Formats - FBX - Apr 25, 2025

I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...

Crash when displaying lumencards on map with many objects

UE - Rendering - Features - Lumen - Aug 1, 2025

There is a thread conflict between FRDGBuilder execution in Background Worker and LumenVisualizer's LumenCard add/delete process. When lumen cards are displayed in a scene with many objects, a crash ...

InvariantLeft and InvariantRight justification mispositions wrapped multi-line text

UE - AI Workflows - UI Systems - Feb 26, 2026

When a UMG Text widget is set to Auto Wrap and uses InvariantLeft or InvariantRight, the wrapped visual lines are positioned differently than expected compared to Left/Right. In the current engine ...

Material expression "FloatToUInt" can trigger a check() when input is invalid

UE - Rendering - Architecture - Materials - Mar 11, 2026

When a "Float to UInt" Expression is used in a Material Graph with a valid direct input connection that fails to evaluate, function UMaterialExpressionFloatToUInt::Compile() does not catch the input ...

Camera actor preview window does not display properly in orthographic view

Tools - Apr 13, 2015

Adding a camera to the scene and setting the projection mode to orthographic doesn't display properly in the preview window. ...