HZB Occlusion causes large stalls on the render thread

UE - Rendering Architecture - RHI - Oct 7, 2025

HZB Occlusion causes large stalls (greater than 5ms seen) on the render thread due to an RHI flush. This is caused by the following code in FDynamicRHI::RHIMapStagingSurface_RenderThread which force ...

Vertex color does not work on Skeletal Mesh with Nanite enabled

UE - Graphics Features - Nanite - Oct 7, 2025

Nanite enabled skeletal meshes don't work with materials containing a vertex color node. The vertex color material does work for non-Nanite skeletal meshes and Nanite-enabled static meshes. ...

Converting a mesh to Nanite merges mesh sections with the same material index, but with different material overrides

UE - Graphics Features - Nanite - Oct 6, 2025

When a mesh with multiple sections which point to the same MaterialIndex but have different settings enabled (e.g. bCastShadow is enabled on only one section) is converted to Nanite, the material sl ...

Landscape Textures Patches issue when using "Texture Backed Render Target" as the Height Patch Source Mode where Landscape patches are not applying properly the first time a level is opened after restart

UE - Graphics Tools - Terrain - Landscape - Oct 6, 2025

Context: Landscape patches are components that can be attached to meshes to affect the landscape as the mesh is repositioned. Problem: The problem is that when using "Texture Backed Render Target" ...

Recompiling an ABP that another ABP has a Property Access dependency on without recompiling/linking the other causes a crash

UE - Anim - Runtime - Anim Blueprints - Oct 2, 2025

The crash comes from the pointers in FAnimSubsystem_PropertyAccess::Library::Indirections in the layer ABP from pointing to old/invalid functions and properties from the trash ABP_Manny, as they hav ...

Update LookupProxy chooser evaluation to work with soft object references.

UE - Anim - Gameplay - Oct 1, 2025

Soft object references in proxy tables, when evaluated return a nullptr, instead of the soft object reference to load. ...

FNiagaraScalabilityManager incorrectly reactivates a NiagaraComponent that was deactivated by runtime user code

UE - Niagara - Scalability - Oct 1, 2025

Context: The Niagara System is the primary tool to do visual effects inside Unreal. Niagara systems can be culled due to distance. Problem: Once a deactivated Niagara System is culled due to distan ...

Shader Complexity View not working in Deferred Mobile Preview

UE - Platform - Mobile - Sep 30, 2025

Proposed workaround:add in FMobileSceneRenderer::RenderDeferredMultiPass (MobileShadingRenderer.cpp): #if WITH_DEBUG_VIEW_MODES if (ViewFamily.UseDebugViewPS()) { return; } #endif // WITH_DEBU ...

BoxOverlapActors fails to catch an Overlaped actor with a particular scale, from a particular position

UE - Simulation - Core - Sep 30, 2025

BoxOverlapActors fails to overlap a scaled Floor actor with a particular scale, from a particular position and extent. The setup is really specific and described in Steps to Reproduce. The required ...