Cracks in Nanite Tesselated Landscape

UE - Rendering - Features - Nanite - May 13, 2024

Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...

NavMesh debug material color is changed by lighting with high lux values.

UE - AI - Debugging - May 23, 2024

There is a clear difference in color saturation for the nav mesh debug material between when lit by a light with low lux values (6) and when lit with high lux values (1000) and eye adaption is enabl ...

Montage Section Links Don't Update When Section Deleted

UE - MVF Character - Animation - Mar 21, 2025

Hi there, I noticed that there is a problem with Montage Section links not updating when a section is deleted from a montage asset. We had a montage with a "Default" section and a "Loop" section. ...

Sampling textures with bias in the path of a custom data pin causes derivative operations when avoidable

UE - Rendering - Architecture - Materials - Apr 8, 2025

Materials that make use of the analytical derivatives path to avoid hardware derivatives can still generate derivative operations on texture samples when the shading model has a custom data pin and ...

Ray tracing scene doesn't reflect WPO with instance custom data

UE - Rendering - Features - Ray Tracing - Sep 19, 2025

When custom instance data is used to calculate WPO in a Material and applied to an ISM the WPO value in the Lumen scene (ray tracing scene) is different than the visible scene resulting in incorrect ...

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" ...

MRQ reports missing frames when rendering multiple cameras on a Sequencer camera track with Temporal Sample Count > 1

UE - CAPT - Color Pipeline and Rendering - MRQ - Feb 2, 2026

If there are multiple cameras in the Sequencer camera track, everything works correctly when the Temporal Sample Count for anti-aliasing is set to 1. However, when it is set to 3, the following erro ...

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject

UE - Framework - Blueprint - Nov 28, 2025

Blueprints can enter a corrupted state where Actors construct DefaultSubobjects using CreateOptionalDefaultSubobject, even though child classes call DoNotCreateDefaultSubobject. In some situations, ...

Vehicle Template dashboard texts is blurred when moving

Docs - Samples - Jan 14, 2015

Descrition: When using the vehicle template the text rendered on the dashboard when using the car is blurred. This seems likely to how the text here is setup vs the hud for the 3rd person view. ...

Blueprints components setup through code cannot have the parent socket set inside the blueprint

UE - Gameplay - Blueprint - Aug 28, 2015

If a component is created/setup through code and set as the child of a mesh component, clicking the magnifying glass in the Parent Socket field does not bring up the list of mesh sockets to attach t ...