Enabling MobileHDR on Meta Quest 3 device causes intermittent hang in splash screen

UE - Platform - XR - Feb 2, 2026

Using MobileHDR on an actual MetaQuest device (MQ3 tested) causes an intermittent hang/deadlock in the splash screen. This hang in the splash screen seem to happen maybe 1 in 5 times. The first ti ...

Chaos Cloth Asset - Wrong vertex colors imported from the StaticMeshImport node.

UE - Simulation - Visual - Jan 22, 2026

The StaticMeshImport and SkeletalMeshImport nodes don’t have the correct vertex colors imported into the Cloth Asset. ...

WorldToClip/ClipToWorld transform in materials not behaving as expected

UE - Graphics Features - Dec 19, 2025

In 5.3, the specified code will return all 0 or very small as expected. However in 5.4.4 and onwards (also checked in 5.6.1 & 5.7.1), it returns very large numbers. ...

Unable to interact or collide with geometry collection after Removal on Sleep or Break timer finishes, yet unbroken piece continue to render

UE - Simulation - Core - Dec 18, 2025

Context: A static mesh is able to have a geometry collection generated from it using the Fracture editing mode. It can be fractured in many different ways, and when acted upon by a chaos field agent ...

Viewport stuttering during orbit/zoom navigation

UE - Graphics Features - Dec 17, 2025

Received a report of persistent stutters in the editor when trying to navigate in the viewport, including asset editor viewports like the Skeletal mesh editor and control rig editor. Hardware used ...

Disabled Skeletal Mesh Sections cause Shadow Ray Tracing Flicker

UE - Graphics Features - Ray Tracing - Dec 12, 2025

If a skeletal mesh has a section disabled the ray traced shadow will flicker when the camera or itself moves. Previously in 5.6.0 no raytraced shadow would appear if a section was disabled. This wa ...

[HORDE] Workspace does not respect stream view if the paths within the stream change to a newer CL then that of the stream

UE - Foundation - Horde - Dec 9, 2025

For example, if you have the engine in a different stream and specify an exact CL to use on the import path, you then update that import path to a later change with a higher CL number than that of t ...

FStateTreeRunParallelStateTreeTask and TStateTreePropertyRef

UE - AI - StateTree - Dec 2, 2025

When using a state tree that has a StateTreePropertyRef as a parameter in parallel any references will fail to resolve using the GetPropertyRef node. ...

Landscape Splines in Partially Loaded World Partition Levels Can Cause Nanite Landscape Invalidation

UE - Graphics Tools - Terrain - Nov 7, 2025

Certain placements of landscape splines in world partition levels can cause Nanite landscape proxies to invalidate, and switch back to their non-nanite version. This happens when specific regions of ...

Virtual Texture Collection Indexing Not Working

UE - Rendering Architecture - RHI - Oct 30, 2025

Textures at an index, other than 0, cannot be sampled from a Virtual Texture Collection in a material. When using the Texture Collection and Texture Object From Collection material nodes, with a Vir ...