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

Summary

Persistent Slate Submenu Corruptions & Artifacts (Screen Static Patterns) on Intel Arc Architecture

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.

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

What Type of Bug are you experiencing?

UI / Tools

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.

Expected Result

Clean Slate Submenu.

Observed Result

  1. 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.

  2. 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.

  3. 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).

  4. 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.

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.

Affects Versions

5.8
5.7

Platform(s)

Windows

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Additional Notes

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.

**Summary:** On the D3D12 RHI, Level Editor menu dropdowns render a recursively nested copy of the main editor window instead of their menu items. D3D11 renders correctly. Not ray tracing or bindless dependent. Popup-menu corruption on D3D12 (clean on D3D11) is also reported on Intel Arc with 5.8.1, so it is not vendor-specific.

**Build:** 5.8.2-56702186+++UE5+Release-5.8 (Launcher, clean install 2026-09-12).
**Platform:** Windows 11 Pro 10.0.26200, desktop. NVIDIA GeForce RTX 5070 Ti (16 GB, DeviceId 0x2c05), driver 616.92 (32.0.16.1692). Intel iGPU also enabled, driving no display. Single 3840x2160 monitor; reproduces at 100% and 125% Windows scaling. HW-accelerated GPU scheduling on. Tried with reinstalling drivers, both game-ready and the studio version, switching between them.

**Steps to Reproduce:**

1. Given similar hardware and drivers, create a new blank project in UE 5.8.2; launch the editor with the default D3D12 RHI.

2. Click any main-menu-bar item (File, Edit, Window, Select, Actor, Help).

**Expected:** The dropdown shows its menu items.

**Actual:** The dropdown shows a copy of the main window’s top-left region (logo, menu bar, map tab, toolbar), nesting recursively with each frame, offset down-right. A fast click shows the correct menu for about one frame before it is replaced. The editor otherwise runs normally; no crash, no GPU error.

**Frequency:** 100%, every menu open, in a blank project and in LyraStarterGame.

**Isolation:** Still broken with `r.D3D12.UseAllowTearing=0`, `Slate.AllowBackgroundBlurWidgets 0`, `r.RayTracing=False`, `-BindlessOff`, `r.D3D12.PresentOnSubmissionThread 1`, and `r.D3D12.NumViewportBuffers` at 2 and at 4 (each verified applied). Correct with `-dx11`. The same D3D12-broken / D3D11-clean pattern is reported in this thread on Intel Arc A380 with 5.8.1, where the corruption shows as static rather than a copy of the parent window.

**Workaround:** Switch to `-dx11`.

**Attachments:** blank-project editor logs from 2026-09-12 — default D3D12 launch (broken), `-dx11` launch (correct), and D3D12 with `r.D3D12.NumViewportBuffers` 2 and 4 (broken); screenshots of the corrupted menus. See Drive as I am ‘new’.