UserSceneTexture Post Process Material Renders Incorrectly When ScreenPercentage is Below 100

UE - Graphics Features - Dec 17, 2024

When using a UserSceneTexture in a post-process material, a visible rendering issue occurs if the viewport's ScreenPercentage is set to below 100. This issue looks like it might stem from an incorre ...

AfterMotionBlur Translucent Material With Local Exposure Enabled Causing Artifacts

UE - Graphics 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 - Graphics Features - Feb 25, 2025

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

If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible

UE - Virtual Production - Tools - Jul 31, 2025

If any light source is deleted, and a single light has its visibility state changed in LightMixer, all the other lights in the scene that were invisible turn visible. The behavior only shows after d ...

Niagara - When editing a Niagara Function or Module Script, the "Apply" button on the toolbar never gets disabled if "expose as pin" is checked on any static switch node.

UE - Niagara - Apr 7, 2025

Consider a Niagara Function or Module Script containing a Static Switch node. If the "Expose as Pin" option is enabled for its selector variable, the "Apply" button on the graph editor's toolbar wil ...

[AI] StateTree Category = Input validation doesn't validate child properties

UE - AI - StateTree - Oct 10, 2025

Normally if you have a property in your state tree instance data of the input property(Category = Input), when you compile the state tree, you will get errors if the property does not have a binding ...

Sequencer Crash when Hovering over Binding Properties on a Component with Spaces in its Name

UE - Anim - Sequencer - Nov 7, 2025

Crash when binding to new components that have spaces in their name and you attempt to access their bindings. ...

Stationary light shadow are occluded for additional players in split-screen mode

UE - Graphics Features - Jun 17, 2015

When using split screen multiplayer the second or more players that are added for split screen will have their characters shadows occluded when the bounds are not within view of player 1. Setting ...

Local Vector variables in functions do not save the Y and Z values

UE - Gameplay - Blueprint - Mar 12, 2015

Local Vector variables in functions do not save the Y and Z values. Possibly connected: after entering the X value, pressing Tab does not move to the Y value. Tabbing from there works as expected. ...

Moving the Material Node for Starter Content Materials within the Editor Graph will increase the Texture Sample Count

UE - Graphics Features - Apr 27, 2016

The issue occurs when you simply move the material node itself and click the 'Apply' button to begin compiling shaders. Once it has completed, the number of texture samples increases for the Stats a ...