# \#Epic-Pro-Support

**URL:** https://forums.unrealengine.com/tag/epic-pro-support/11523.md

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## [\[Iris\] Warns/Ensures when streaming out actors that are initially replicating ](https://forums.unrealengine.com/t/iris-warns-ensures-when-streaming-out-actors-that-are-initially-replicating/2617732)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [November 10, 2026, 8:53am UTC](https://forums.unrealengine.com/t/iris-warns-ensures-when-streaming-out-actors-that-are-initially-replicating/2617732 "2026-11-10T08:53:06Z")

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This doesn’t happen every single time, so im not entirely sure what the state is that’s required to produce it, other than we have lots of actors, several of them stream in that have replication enabled. As sometimes hap…

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## [GameThread timed out waiting for RenderThread after 120.00 seconds ](https://forums.unrealengine.com/t/gamethread-timed-out-waiting-for-renderthread-after-120-00-seconds/2689109)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 9, 2026, 11:29am UTC](https://forums.unrealengine.com/t/gamethread-timed-out-waiting-for-renderthread-after-120-00-seconds/2689109 "2026-11-09T11:29:21Z")

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Hello, one of our players sent us their crash dump from a freeze. Here is the crash message from the CrashContext: \<ErrorMessage\>GameThread timed out waiting for RenderThread after 120.00 seconds: 0x00007ff936aa1d44 nt…

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## [HISM flickering when any character is visible ](https://forums.unrealengine.com/t/hism-flickering-when-any-character-is-visible/2699224)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [November 8, 2026, 10:16pm UTC](https://forums.unrealengine.com/t/hism-flickering-when-any-character-is-visible/2699224 "2026-11-08T22:16:37Z")

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Hello, since updating from UE 5.4 to UE 5.6 we’ve an issue with flickering HISM objects when some character is visible. The characters are Metahumans. It only appears for some LODs of the characters. You can find a vide…

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## [MassAI Replication State in 5.7 and future roadmap?](https://forums.unrealengine.com/t/massai-replication-state-in-5-7-and-future-roadmap/2684012)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 11\
**Last updated:** [November 5, 2026, 9:12am UTC](https://forums.unrealengine.com/t/massai-replication-state-in-5-7-and-future-roadmap/2684012 "2026-11-05T09:12:58Z")

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We are using 5.7 Preview to check out the latest MassAI implementation with StateTree and mostly replication support state. There are some major problems with replication the entities transform and Crowd LOD system. (us…

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## [\[Gpu hung\] RenderVirtualShadowMaps(Nanite) - NodeAndClusterCull ](https://forums.unrealengine.com/t/gpu-hung-rendervirtualshadowmaps-nanite-nodeandclustercull/2661642)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 10\
**Last updated:** [November 5, 2026, 12:47am UTC](https://forums.unrealengine.com/t/gpu-hung-rendervirtualshadowmaps-nanite-nodeandclustercull/2661642 "2026-11-05T00:47:14Z")

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All the crash file is below.

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## [Offline installers not recognized by Epic Games Launcher](https://forums.unrealengine.com/t/offline-installers-not-recognized-by-epic-games-launcher/2662387)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 9\
**Last updated:** [November 4, 2026, 4:24pm UTC](https://forums.unrealengine.com/t/offline-installers-not-recognized-by-epic-games-launcher/2662387 "2026-11-04T16:24:32Z")

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When I install UE (version doesn’t matter) using the offline installer it is not available to launch in the Epic Games Launcher. Our artists use the Epic Games Launcher to manage plugins etc. and would like to see our in…

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## [MetaHuman Crowd Collection Generates White/Untextured Heads ](https://forums.unrealengine.com/t/metahuman-crowd-collection-generates-white-untextured-heads/2745480)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 6\
**Last updated:** [November 4, 2026, 3:18am UTC](https://forums.unrealengine.com/t/metahuman-crowd-collection-generates-white-untextured-heads/2745480 "2026-11-04T03:18:18Z")

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Newly created MetaHuman Crowd Collections generate MetaHuman Instances with white/untextured heads. This reproduces in a clean project with a newly created MetaHuman Character, so it does not appear related to migration …

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## [\[Iris\] Crash for SubObject with only COND\_InitialOnly properties ](https://forums.unrealengine.com/t/iris-crash-for-subobject-with-only-cond-initialonly-properties/2570339)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [November 3, 2026, 9:21am UTC](https://forums.unrealengine.com/t/iris-crash-for-subobject-with-only-cond-initialonly-properties/2570339 "2026-11-03T09:21:04Z")

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Hello, we’ve run into an issue with SubObjects which only contain “InitialOnly” properties. When creating a SubObject which only contains replicating properties with the condition COND\_InitialOnly, we get a crash in FN…

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## [Unable to serialize subobject's outer ](https://forums.unrealengine.com/t/unable-to-serialize-subobjects-outer/2543630)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [November 3, 2026, 9:13am UTC](https://forums.unrealengine.com/t/unable-to-serialize-subobjects-outer/2543630 "2026-11-03T09:13:56Z")

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We have a player pawn which owns a replicated components which owns a set of replicated subobjects. Sometimes those subobjects’ outers fail to resolve correctly. Rather than the replicated component, their outer is set t…

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## [Iris & Network Prediction Plugin Incompatibilities ](https://forums.unrealengine.com/t/iris-network-prediction-plugin-incompatibilities/2651670)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 30, 2026, 11:45am UTC](https://forums.unrealengine.com/t/iris-network-prediction-plugin-incompatibilities/2651670 "2026-10-30T11:45:35Z")

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Hi! We currently have a project making use of Mover, with the Network Prediction Plugin driving the backend. We’ve been looking into enabling Iris Replication for this project - however, the most notable issue we’ve foun…

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## [Make static actor Iris replication failure non-fatal during WP cell unload ](https://forums.unrealengine.com/t/make-static-actor-iris-replication-failure-non-fatal-during-wp-cell-unload/2718054)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 30, 2026, 11:37am UTC](https://forums.unrealengine.com/t/make-static-actor-iris-replication-failure-non-fatal-during-wp-cell-unload/2718054 "2026-10-30T11:37:37Z")

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We found an replication issue described as follow, not sure if Epic has already found and fixed it: When a client unloads a World Partition cell while the server has in-flight replication data for a static actor in tha…

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## [Assert triggered in Iris with FFastArraySerializer type combined with ReplicatedUsing ](https://forums.unrealengine.com/t/assert-triggered-in-iris-with-ffastarrayserializer-type-combined-with-replicatedusing/2678265)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 30, 2026, 11:32am UTC](https://forums.unrealengine.com/t/assert-triggered-in-iris-with-ffastarrayserializer-type-combined-with-replicatedusing/2678265 "2026-10-30T11:32:17Z")

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Hi, I’m seeing an issue where a replicating a type based on FFastArraySerializer in a UPROPERTY with ReplicatedUsing=OnRep\_Func asserts with Iris, in FFastArrayReplicationFragmentBase since the resultant replication fra…

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## [Iris: Fast Array does not reliably remove items under certain conditions. ](https://forums.unrealengine.com/t/iris-fast-array-does-not-reliably-remove-items-under-certain-conditions/2666615)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 10\
**Last updated:** [October 30, 2026, 11:29am UTC](https://forums.unrealengine.com/t/iris-fast-array-does-not-reliably-remove-items-under-certain-conditions/2666615 "2026-10-30T11:29:40Z")

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We are experiencing an issue where Fast Arrays do not reliably remove items that the Server has removed. This issue only manifests when using Iris replication, it does not occur when using “standard” replication. It also…

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## [\[Iris\] Multiple Actors Having a Shared Sub-Object Dependency ](https://forums.unrealengine.com/t/iris-multiple-actors-having-a-shared-sub-object-dependency/2606452)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 30, 2026, 11:24am UTC](https://forums.unrealengine.com/t/iris-multiple-actors-having-a-shared-sub-object-dependency/2606452 "2026-10-30T11:24:19Z")

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A little background on how we got here I think is required, We’ve got a large shared inventory for the players. Each item is a unique UObject instance because it’s a lot easier to track state changes to a given object t…

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## [Iris Replication of TWeakObjectPtr inside a struct ](https://forums.unrealengine.com/t/iris-replication-of-tweakobjectptr-inside-a-struct/2706941)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 30, 2026, 11:21am UTC](https://forums.unrealengine.com/t/iris-replication-of-tweakobjectptr-inside-a-struct/2706941 "2026-10-30T11:21:34Z")

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Hi, I have come across a nuance of Iris and would like to know if this is intentional or not, and subsequently what the intended pattern should be. If I replicate a TWeakObjectPtr inside an actor, this gets replicated…

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## [\[Iris\] Struct replication lifetime condition ](https://forums.unrealengine.com/t/iris-struct-replication-lifetime-condition/2653599)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 30, 2026, 11:16am UTC](https://forums.unrealengine.com/t/iris-struct-replication-lifetime-condition/2653599 "2026-10-30T11:16:15Z")

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Hello, We’re working on implementing optimizations to bandwidth to reduce bandwidth and Iris TickClientConnections time and the most bandwidth cost comes from NPP’s sync and aux states. We’ve already switched NPP over t…

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## [how is server-to-client bandwidth controlled in Iris in UE 5.5 ](https://forums.unrealengine.com/t/how-is-server-to-client-bandwidth-controlled-in-iris-in-ue-5-5/2675046)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 30, 2026, 11:13am UTC](https://forums.unrealengine.com/t/how-is-server-to-client-bandwidth-controlled-in-iris-in-ue-5-5/2675046 "2026-10-30T11:13:31Z")

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Hi Iris Networking friends! I’m doing some exploring around bandwidth control and total object replication cap when using Iris. I’m somewhat familiar with configuration of the AGameNetworkManager::UpdateNetSpeeds functi…

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## [5.7 Iris Strategy ](https://forums.unrealengine.com/t/5-7-iris-strategy/2699685)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 4\
**Last updated:** [October 30, 2026, 11:05am UTC](https://forums.unrealengine.com/t/5-7-iris-strategy/2699685 "2026-10-30T11:05:16Z")

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Hey folks, I wanted to ask a quick question about Iris in UE 5.7. Chiefly, what is the expectation for licensees when migrating from 5.6 to 5.7? For more context, we had some bugs when we enabled and tested Iris before…

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## [Iris Replication with bNetLoadOnClient ](https://forums.unrealengine.com/t/iris-replication-with-bnetloadonclient/2704361)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [October 30, 2026, 11:02am UTC](https://forums.unrealengine.com/t/iris-replication-with-bnetloadonclient/2704361 "2026-10-30T11:02:36Z")

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Hi, We are in the process of converting our project to use Iris, but are having problems when bNetLoadOnClient is set. It would appear that when this is set, and the client spawns within relevancy range, the actor does…

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## [ANR onResume and surfaceDestroyed](https://forums.unrealengine.com/t/anr-onresume-and-surfacedestroyed/2668188)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 28, 2026, 5:32pm UTC](https://forums.unrealengine.com/t/anr-onresume-and-surfacedestroyed/2668188 "2026-10-28T17:32:22Z")

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Hello, After the update from 5.3 to 5.5 we got a lot of ANR’s during our closed playtest (around 1k people). onResume with 102 affected users takes the first place among crashes and ANR’s in Google Play Console, and sur…

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## [Apply Resimulation to Chaos Moudular Vehicle ](https://forums.unrealengine.com/t/apply-resimulation-to-chaos-moudular-vehicle/2694754)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 7\
**Last updated:** [October 27, 2026, 2:18pm UTC](https://forums.unrealengine.com/t/apply-resimulation-to-chaos-moudular-vehicle/2694754 "2026-10-27T14:18:04Z")

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Hello Epic Games Support, I’m currently testing multiplayer using the Chaos Modular Vehicle system in Unreal Engine 5.5, and I’ve encountered an issue where the positions of vehicles between the server and client are no…

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## [Missing reference to LowLevelTasks::FTask::ActiveTask in android build ](https://forums.unrealengine.com/t/missing-reference-to-lowleveltasks-activetask-in-android-build/2666131)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 12\
**Last updated:** [October 26, 2026, 4:50pm UTC](https://forums.unrealengine.com/t/missing-reference-to-lowleveltasks-activetask-in-android-build/2666131 "2026-10-26T16:50:35Z")

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Hi! We’re updating our project to UE 5.6.1 and we’re having an issue when building for android. At some point in our code we are enqueuing tasks in order to be processed in the background, with a code like this void Ou…

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## [Horde storage configurations and setup](https://forums.unrealengine.com/t/horde-storage-configurations-and-setup/2704862)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 1\
**Last updated:** [October 23, 2026, 11:03pm UTC](https://forums.unrealengine.com/t/horde-storage-configurations-and-setup/2704862 "2026-10-23T23:03:30Z")

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Hi, I have been trying to set up a horde server for our team and have encountered a few issues that I hope you can help me with. Right now we have the horde server running in the cloud and the agents are running on site…

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## [\[PCG GPU\] Removed Points Still Counted in GPU Scene Instance Count ](https://forums.unrealengine.com/t/pcg-gpu-removed-points-still-counted-in-gpu-scene-instance-count/2853851)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 23, 2026, 8:43am UTC](https://forums.unrealengine.com/t/pcg-gpu-removed-points-still-counted-in-gpu-scene-instance-count/2853851 "2026-10-23T08:43:17Z")

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I wanted to ask whether the following behavior is intended when using GPU point culling together with the GPU Static Mesh Spawner. I start with 5,000 points and remove 2,000 points using a custom HLSL node on the GPU or…

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## [Crashing during Fast Geo async render job ](https://forums.unrealengine.com/t/crashing-during-fast-geo-async-render-job/2853854)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 22, 2026, 1:56pm UTC](https://forums.unrealengine.com/t/crashing-during-fast-geo-async-render-job/2853854 "2026-10-22T13:56:56Z")

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We’ve noticed a rare issue with FastGeoAsyncRenderStateJobQueue where FJob::FastGeo has a chance to get destroyed before FFastGeoAsyncRenderStateJobQueue::FJobSet::OnPostExecute\_GameThread can execute. It then crashes wh…

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## [Replicated UObject subobject lifetime appears bound to the original UActorChannel that created it ](https://forums.unrealengine.com/t/replicated-uobject-subobject-lifetime-appears-bound-to-the-original-uactorchannel-that-created-it/2697164)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 5\
**Last updated:** [October 20, 2026, 6:39pm UTC](https://forums.unrealengine.com/t/replicated-uobject-subobject-lifetime-appears-bound-to-the-original-uactorchannel-that-created-it/2697164 "2026-10-20T18:39:55Z")

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Hello! We’re implementing an inventory system where items are replicated UObjects (subobjects) and can be moved between different owning actors/inventories at runtime (e.g. container → player inventory → dropped body → a…

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## [AMD Instability Starting @ 25.3.1](https://forums.unrealengine.com/t/amd-instability-starting-25-3-1/2598151)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 2\
**Last updated:** [October 20, 2026, 6:00pm UTC](https://forums.unrealengine.com/t/amd-instability-starting-25-3-1/2598151 "2026-10-20T18:00:55Z")

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On an AMD RX 6800 XT GPU, starting with driver version 25.3.1, one of our levels started crashing any time it was opened. After testing individual project setting changes, I figured out it was due to Virtual Shadow Maps …

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## [Crash when editing a Level Instance with Instanced Stereo enabled ](https://forums.unrealengine.com/t/crash-when-editing-a-level-instance-with-instanced-stereo-enabled/2832704)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 19, 2026, 5:07pm UTC](https://forums.unrealengine.com/t/crash-when-editing-a-level-instance-with-instanced-stereo-enabled/2832704 "2026-10-19T17:07:56Z")

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In 5.5, ScreenPassVS (ScreenPass.usf) only emitted stereo outputs under MOBILE\_MULTI\_VIEW && INSTANCED\_STEREO, so desktop native ISR never affected its signature. In 5.6 the signature was refactored to FStereoVSInput/FS…

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## [Are Blueprint Class Local Player Subsystems supported? ](https://forums.unrealengine.com/t/are-blueprint-class-local-player-subsystems-supported/2607795)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 19, 2026, 8:44am UTC](https://forums.unrealengine.com/t/are-blueprint-class-local-player-subsystems-supported/2607795 "2026-10-19T08:44:33Z")

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Hi, I am making a Local Player Subsystem, where it initializes a system of a type. I have made it so I can define the specific type in a blueprint, but if I don’t open that blueprint before I play my game in editor the …

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## [Nanite Landscape falls back to non-Nanite in uncooked -game / Standalone (Nanite components removed on PostLoad due to content ID mismatch) ](https://forums.unrealengine.com/t/nanite-landscape-falls-back-to-non-nanite-in-uncooked-game-standalone-nanite-components-removed-on-postload-due-to-content-id-mismatch/2849865)

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**Author:** [@anonymous-edc](https://forums.unrealengine.com/u/anonymous-edc)\
**Replies:** 3\
**Last updated:** [October 19, 2026, 6:06am UTC](https://forums.unrealengine.com/t/nanite-landscape-falls-back-to-non-nanite-in-uncooked-game-standalone-nanite-components-removed-on-postload-due-to-content-id-mismatch/2849865 "2026-10-19T06:06:35Z")

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Hii, we render through our own MRQ based pipeline in uncooked -game (UnrealEditor.exe \<project\> -game), so a packaged build is not an option for us. Since 5.6/5.7 Nanite landscapes don’t render as Nanite there anymore. …

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