Changing per layer parameters in a layered material that writes to RVT can cause temporary visual corruption

UE - Rendering Architecture - Sep 12, 2025

When using a layered material that writes to a runtime virtual texture. Sometimes when modifying a layer parameter in the material instance editor. The cached material data in the runtime virtual ...

LODs with screen size 0 in legacy assets are incorrectly converted to 1 on load

UE - Editor - Content Pipeline - Sep 11, 2025

When loading a mesh asset (static or skeletal) created in an old version of Unreal (e.g. 4.10), any LOD whose LOD screen size was originally set to 0, is converted to 1. This causes LODs that would ...

LODs screen sizes in legacy assets are incorrectly converted to all have the same value on load

UE - Editor - Content Pipeline - Sep 11, 2025

When loading a static mesh asset created in an old version of Unreal (e.g. 4.10), all LODs have their Screen Size property set to the same value (approximately 1.5). This happens because the static ...

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up)

UE - Virtual Production - Sep 11, 2025

A 5.5 level that contains a Text3DComponent in a BP crashes the engine when opened in 5.6 (and up). The licensee has provided his analysis: Description: Level instance created in UE5.5 and re-saved ...

FD3D12BindlessResourceManager::GrowCPUHeap will cause GPU heap activation whether it's needed or not

UE - Rendering Architecture - RHI - Sep 11, 2025

The ctor of FD3D12BindlessResourceManager implies that GPU heap activation is intended to occur lazily with ERHIBindlessConfiguration::RayTracingShaders, however any call to FD3D12BindlessResourceMa ...

Downsampled SceneColour textures are not invalidated after ComposeToNewSceneColor when TSR is enabled leading to AfterMotionBlur materials not rendering bloom

UE - Graphics Features - Sep 11, 2025

When an emissive AfterMotionBlur material is used with TSR, Bloom is not applied to the material. The cause for this appears to be that AfterMotionBlur materials are composed to a separate texture ...

Enabling STATS causes RenderThread to wait for GPU

UE - Rendering Architecture - RHI - Sep 10, 2025

The licensee noticed that in Development builds, the Render thread times are suspiciously similar to GPU times, and the same thing happens when enabling FORCE_USE_STATS in Test configuration. The is ...