Volumetric fog flicker side screen

UE - Rendering Architecture - Nov 29, 2023

The flicker is visible in Epic scalability as well, it is just smaller on screen because the fog voxels are smaller (r.VolumetricFog.GridPixelSize). ...

Masked materials on Nanite meshes with multiple material slots causes erroneous cluster culling

UE - Graphics Features - Nanite - May 22, 2024

When a nanite-enabled mesh with multiple material slots has a masked material applied, nanite may erroneously cull clusters that are still visible. ...

In editor, custom primitive data dont work on instance static meshes in bp instance

UE - Framework - Components - Jun 25, 2024

Changes to custom primitive data properties for instanced meshes placed in the editor work in-game but are not otherwise reflected in-editor. ...

Input Mapping Context entries can get into a corrupted state when swapped with another entry that has a Combo Trigger.

UE - Gameplay - Input - Aug 23, 2024

This behaviour was working correctly in version 5.3. This issue happens inside an InputMappingContext DataAsset from the EnhancedInput system. We need at least two mappings entries. One of the entri ...

Is there a particle smoke that matches the world lighting 100%?

UE - Niagara - Oct 14, 2024

Niagara particle sprites with a Translucent Material are glowing in a completely dark area. This issue is also observed with the deprecated Cascade particles. Particle brightness is also dependent ...

Nanite - Skinned Meshes not working.

UE - Graphics Features - Oct 21, 2024

The Nanite information and views from the Static Mesh Editor are not available to Nanite Skeletal Meshes in the Skeletal Mesh Editor. ...

Race condition triggers an ensure 'bIsInitialized && Other.bIsInitialized' inside FVisualLogEntry::MoveTo on animation worker thread

UE - AI - Debugging - Oct 18, 2024

A licensee reported occasionally triggers an ensure during automation testing, potentially when the GameThread flushes Visual Logger via FVisualLogger::Flush() and an animation worker thread executi ...

Global Invalidation causes CommonAnimatedSwitcher to flicker after animation completes

UE - Editor - UI Systems - UMG - Feb 19, 2025

The common animated switcher will currently flicker for one frame when its transition animation completes if global invalidation is enabled. This appears to be caused by a visibility change (HitTest ...

Edit Condition does not work properly when the structure is used as a key for Map

UE - Framework - Blueprint - Jun 19, 2025

When the structure is used as a key for Map in Blueprint, Edit Conditions does not work properly. It will be updated when you move the focus to a different location(ex. a component) and click the v ...

Nanite Skeletal Meshes Invalidate VSM

UE - Graphics Features - Nanite - Sep 17, 2025

Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes. ...