# Is there an atlas functionality in UE5.3 

**URL:** <https://forums.unrealengine.com/t/is-there-an-atlas-functionality-in-ue5-3/2692040>\
**Category:** UI\
**Tags:** unreal-engine, Epic-Pro-Support, question\
**Created:** [December 11, 2025, 8:06am UTC](https://forums.unrealengine.com/t/is-there-an-atlas-functionality-in-ue5-3/2692040 "2025-12-11T08:06:13Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [December 11, 2025, 8:06am UTC](https://forums.unrealengine.com/t/is-there-an-atlas-functionality-in-ue5-3/2692040/1 "2025-12-11T08:06:13Z")

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Is there an atlas functionality in UE5.3? We hope to combine multiple images on the UI into a single image to optimize performance.

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [December 11, 2025, 8:06am UTC](https://forums.unrealengine.com/t/is-there-an-atlas-functionality-in-ue5-3/2692040/2 "2025-12-11T08:06:17Z")

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**重现步骤** [Attachment Removed]

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**Author:** ![anonymous-edc](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Post date:** [December 11, 2025, 9:04am UTC](https://forums.unrealengine.com/t/is-there-an-atlas-functionality-in-ue5-3/2692040/3 "2025-12-11T09:04:44Z")

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[Image Removed]When setting the atlas in Sprite, it freezes for a while and then triggers a crash.

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**Author:** ![ffabian.bl](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ffabian.bl](https://forums.unrealengine.com/u/ffabian.bl)\
**Post date:** [December 12, 2025, 5:52am UTC](https://forums.unrealengine.com/t/is-there-an-atlas-functionality-in-ue5-3/2692040/4 "2025-12-12T05:52:42Z")

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Hello [mention removed]​,

Thanks for the report. I was able to reproduce the issue locally by enabling Sprite Atlas Groups and assigning an Atlas Group to a Sprite asset. In my tests, this causes the editor to hang and crash in 5.3, 5.6, and a recent UE5-main source build. The same workflow does not occur in 5.2, which suggests this may be a regression introduced in 5.3.

I’m currently looking further into this and I’ll get back to you as soon as I have an update.

Best,

Francisco

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**Author:** ![ffabian.bl](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ffabian.bl](https://forums.unrealengine.com/u/ffabian.bl)\
**Post date:** [December 16, 2025, 1:25am UTC](https://forums.unrealengine.com/t/is-there-an-atlas-functionality-in-ue5-3/2692040/5 "2025-12-16T01:25:00Z")

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Hello [mention removed]​,

Thanks again for the report. I’ve now submitted this issue internally to the engine team. Once it becomes public, you’ll be able to track its status here: [Unreal Engine Issues and Bug Tracker (UE\-358149)](https://issues.unrealengine.com/issue/UE%5C-358149)

Regarding the cause, this is an **infinite loop** in the editor. In UE 5.3 and later, assigning a Sprite Atlas Group to a PaperSprite causes UPaperSprite::PostEditChangeProperty to be triggered twice. The first call corresponds to the user-driven change, while the second call occurs during atlas rebuild propagation and comes through with a generic property change event. During this second call, the sprite attempts to rebuild the atlas again, which re-triggers the same code path. This repeats indefinitely, resulting in an editor hang and eventual crash.

As a temporary workaround, the loop can be prevented by guarding the atlas rebuild logic in UPaperSprite::PostEditChangeProperty so that it is skipped when the change type is EPropertyChangeType::Unspecified, similar to how rebuilds are already skipped for interactive changes. For example:

```auto
if (PropertyChangedEvent.ChangeType != EPropertyChangeType::Interactive &&
    PropertyChangedEvent.ChangeType != EPropertyChangeType::Unspecified)
{
  // Existing logic for atlas rebuild
}

```

This should avoid the infinite loop and let you set the Atlas Group property. This workaround was taken from the following forum post:

[https://forums.unrealengine.com/t/paper2d-sprite-atlas-group-issue-in-5-3-2/1772474/9](https://forums.unrealengine.com/t/paper2d-sprite-atlas-group-issue-in-5-3-2/1772474/9)

Please let me know if you need anything else on this. Otherwise, I’ll go ahead and close the case.

Best,

Francisco

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