UI Glitch in Unreal Engine 5.8.1 with DirectX12 on Intel Arc A380

Subject: High-Priority UI Rendering Bug: Persistent Slate Submenu Corruptions & Artifacts (Screen Static Patterns) on Intel Arc Architecture

Engine Version: Unreal Engine 5.8.1
Operating System: Windows 11 (64-bit)
Graphics Hardware: Intel Arc A380 Discrete Graphics (6 GB) / Intel Ultra HD Graphics 730 Integrated GPU


1. Bug Summary & Impact

A severe UI rendering glitch is causing multi-pane pop-out menus and nested dropdown submenus to draw corrupted, scrambled black-and-white static patterns instead of their intended graphical assets and text items.

While this bug does not instantly crash the editor binary upon a single occurrence, it severely hinders development velocity, rendering critical workflow panels—such as the Place Actors / Shapes dropdown menu—completely illegible and unusable.


2. Host System Profile

The bug consistently reproduces on a system utilizing an Intel discrete graphics setup:

  • CPU: 12th Gen Intel(R) Core™ i5-12400 CPU (2.50 GHz)
  • RAM: 16.0 GB RAM
  • Primary Discrete GPU: Intel(R) Arc™ A380 Graphics (6 GB VRAM)
  • Integrated GPU: Intel Ultra HD Graphics 730

3. Observed Behavior & Replication Profile

  • The “Menu Locking” Consistency: The artifact demonstrates an unusual profile of environmental consistency during an active editor session. If a specific nested menu launches clean, it will remain functional. However, if the bug triggers on a specific sub-panel once (e.g., Selection Mode → Shapes), that specific panel is permanently corrupted for the remainder of the editor session. Subsequent attempts to re-open that exact menu yield the identical static pattern every time.
  • Scope of Infection: The rendering corruption is not limited to the “Place Actor” system. It intermittently targets random contextual right-click options, asset dropdown selectors, and any secondary floating windows generated dynamically by the engine’s Slate UI system.
  • Visual Profile: The sub-menus fail to fetch or bind the correct screen coordinates from the buffer layout cache, instead displaying a mirrored or fully pixel-scrambled slice of memory (resembling a heavily bitmapped grid/static pattern).
  • Driver Update Ineffectiveness: Note that executing a completely clean installation and update of the primary discrete graphics drivers to the latest official release package does not resolve or mitigate this behavior, indicating a lower-level architectural handshake issue within the editor’s current rendering pipeline.

4. Technical Assessment & API Profile Isolation

Testing across various Graphic APIs isolates the root cause directly to how explicit low-level modern APIs handle parent/child context allocations within the editor wrapper on this hardware profile:

  1. DirectX 12 Mode: The rendering corruption artifact occurs consistently and repeatedly.
  2. Vulkan Mode: The artifact persists identically, showing identical scrambled static masks across dropdown layers.
  3. DirectX 11 Mode: The interface draws cleanly and functions perfectly without any menu corruptions.

Critical Framework Dilemma: While falling back to DirectX 11 technically mitigates the UI corruption, it introduces severe project quality limitations. Forcing DirectX 11 disables the core pipeline graphical advancements of the engine (such as hardware-accelerated global illumination and virtualized geometry streams). Therefore, using DirectX 12 is mandatory for active production, requiring a foundational resolution to this interface rendering bug under explicit APIs.


5. Steps to Reproduce

  1. Launch any project in Unreal Engine 5.8.1 configured to run under DirectX 12 or Vulkan on an Intel Arc A380 desktop environment.
  2. Navigate frequently through complex nested panels (e.g., Click Quick Add → Shapes or right-click assets with deep contextual menus).
  3. Observe that specific secondary pop-out panels completely fail to draw their inner items, defaulting to a scrambled static mask layout.

6. Requested Action

We request that the Slate and Editor Framework engineering teams investigate how child window allocations pass memory instructions to the RHI (Render Hardware Interface), specifically testing compatibility profiles on Intel Arc discrete desktop GPUs utilizing DirectX 12 and Vulkan in the 5.8.x pipeline.

The engine requires more robust protection layers or an automatic fallback system to force a dynamic UI layout cache refresh whenever a Slate window fails its graphics handshake, preventing developers from having to downgrade their entire project’s rendering feature set to DirectX 11 just to keep the editor interface legible.