Translucent meshes randomly flicker when using VSM

UE - Rendering - Graphics Features - Jun 23, 2026

Flickering can occur on translucent materials, usually in the distance when there is at least one directional light and when using VSM. Flickering seems highly dependent on framerate and timing. L ...

Blueprints: ComponentClass override causes crash on loading maps with instances saved with base class

UE - Framework - Blueprint - May 1, 2026

Context In actor blueprints, you can change an inherited component’s class in the editor by selecting it in a child blueprint and changing its Component Class in the Details panel. Problem When o ...

CharacterMovementComponent boosted upward when falling into acute-angle sloped corner

UE - Gameplay - Player Movement - Apr 14, 2026

In UCharacterMovementComponent::TwoWallAdjust, characters can gain unintended upward velocity (slope boosting) when hitting corners with an acute angle (<=90 degrees) while in the Falling movement m ...

HandleKismetEvent (console cmd 'ke'): GT-ALT deadlock when user function flushes async loading

UE - Foundation - Core Systems - EditorLoader - Apr 8, 2026

Context In builds with the in-game console enabled, users can use the ‘ke’ command to execute UFUNCTIONS on any object:ke * MyFunc // run MyFunc() on ANY UObject with a ufunction with that name ke ...

Control Rig + Animation in Sequencer Can Lead to Unexpected Slider Reset

UE - Anim - Sequencer - Mar 30, 2026

When a character has both a Control Rig track and an Animation track, interacting with any slider in Sequencer can be interrupted. ...

UAbilityTask_SpawnActor::BeginSpawningActor may return true when SpawnedActor contains stale value

UE - Foundation - Mar 15, 2026

UAbilityTask_SpawnActor::BeginSpawningActor assumes the incoming AActor*& SpawnedActor parameter is nullptr if no actor was spawned, but it does not initialize the parameter at the start of the func ...

Material expression "FloatToUInt" can trigger a check() when input is invalid

UE - Rendering - Architecture - Materials - Mar 11, 2026

When a "Float to UInt" Expression is used in a Material Graph with a valid direct input connection that fails to evaluate, function UMaterialExpressionFloatToUInt::Compile() does not catch the input ...

LevelStreamingPersistence: Crash when streaming in destroyed map actor with persisted properties

UE - World Creation - Worldbuilding Tools - Mar 6, 2026

Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Saved property values are restored when a lev ...

LevelStreamingPersistence: BP added components don't persist properties in PIE until map actor resave

UE - World Creation - Worldbuilding Tools - Mar 6, 2026

Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors, components and other objects that are part of a streamed level. Persisted properties are resto ...

LevelStreamingPersistence: BP variables that aren't Instance Editable get reset

UE - World Creation - Worldbuilding Tools - Mar 6, 2026

Context The LevelStreamingPersistence plugin can be used to remember and restore properties on actors and components that are part of a streamed level. Blueprint variables can be marked as instan ...