Custom Primitive Data are not (fully) functional with Instanced Static Mesh components

UE - Graphics Features - Mar 29, 2022

If the ISM component is not in a blueprint, but added directly inside the level, the CPD works. If the CPD value is set from a construction script through either the Default or Transient function, i ...

CachedMaxDrawDistance value are not updated by CullDistanceVolume in persistent Level

UE - Engine Scaling - Streaming - World Composition - Dec 16, 2022

in PIE, RerunConstructionScript() is executed and actor's CachedMaxDrawDistance is updated as expected. in packaged game, RerunConstructionScript() is not executed  so, CullDistanceVolume is not u ...

[MetaSounds]- Attemping to copy and paste inputs between graphs can cause nodes with duplicate pins

UE - Audio - MetaSounds - Aug 15, 2023

Video example: [Link Removed] Occurs in 5.2 as well as 5.2. ...

Volumetric Clouds High Quality Aerial Perspective Issue

UE - Rendering - Architecture - Oct 19, 2023

There is a workaround to set r.VolumetricRenderTarget.Mode=1. The lines appear to be coming from the temporal component of the Volumetric Clouds. Each frame, the lines are merged in from the previou ...

Atmosphere Sunlight shafts, artifacts, for both cascaded and virtual shadow maps.

UE - Rendering - Architecture - Feb 5, 2024

Very large objects casting dynamic shadows on the sky atmosphere can lead to flickering (cascaded shadow maps) or square patterns (virtual shadow maps). ...

Opening a Level inside the ReferenceViewer does not Prompt the Save window if the Level is dirty.

UE - Editor - Apr 15, 2024

If you right click on a level node in the reference viewer and choose edit, it will bypass prompting you to save unsaved changes in your current level, silently discarding all unsaved work. ...

Params in material instance disappear when grouping is changed in material with a material layer

UE - Rendering - Architecture - Materials - Jan 11, 2025

If there is a texture parameter within a specific material attribute stream in the base material and also within the base material layer, they must have the same parameter group otherwise the parame ...

Shader Symbols not Generated for Windows Platform when r.Shaders.Symbols=1

UE - Rendering - Architecture - Shaders - Feb 28, 2025

Shader symbols are not generated for the Windows platform. Attempts were made to set the r.Shaders.Symbols=1 value in the projects DefaultEngine.ini, the engines ConsoleVariables.ini and the engine ...

Missing binding object for component track in level sequence

zComponent - Archive - Mar 13, 2025

This issue occurs when clicking on the Rebind Possesable References action in a Level Sequence editor. The component reference appears missing and won't work anymore. It is worth noting that when ...

DOF - TAA pass ghosting when using r.DOF.TAA.CoCBilateralFilterStrength

UE - Rendering - Graphics Features - Aug 7, 2025

In Unreal 5.6, there's a new CVar: r.DOF.TAA.CoCBilateralFilterStrength, which should help with ghosting artifacts introduced by TAA in DOF passes. However, it doesn't work as expected since many gh ...