Fix BinkMediaTextureResource command list crash on UE 5.6

RAD - May 23, 2025

Bink MediaTextureResource assets cause a graphics API crash, due to a missing UAV flag. The Licensee has proposed a fix to add the TexCreate_UAV flag. ...

Invalid access location compressing a BC6h texture in the editor

RAD - Oct 29, 2024

Large texture crashes during Oodle compression with "-stompmalloc". It appears to be an internal Oodle error. Also tested on //UE5/Release-5.5/, CL: 37463908 ...

[Bink Audio] - Bink not playing back wave files with 8000Hz Sample Rate

RAD - Jan 3, 2023

Wav files with 8000Hz sample rates can be imported into the editor, but fail to play with the Bink compression setting. PCM, ADPCM, and Vorbis work as expected. LogAudioDerivedData: Warning: Cooking ...

Some asset click on loop when Codec is Bink, but not for other codecs

RAD - Oct 22, 2022

When looping the attached sound, there is a noticeable pop on the loop boundary when the codec is Bink that is not heard on other codecs. ...

Bink Media Player leaves last rendered frame in viewport on play

RAD - Aug 4, 2022

Essentially, when set to "Overlay Fill Screen," the Bink Media Player will render the last viewed frame over all game levels in PIE, without actually playing the video or being given any sort of pla ...

HighResShot with a png output uses 24 bit depth in PIE instead of 32 bit

RAD - Mar 1, 2022

Tested in 4.27.2 binary which produced 32 bit depth pngs in both the editor and PIE. Using the HighResShot command to get a png while playing in editor results in a 24 bit depth screenshot where pr ...

Fatal Error: FMallocBinned2 Attempt to realloc an unrecognized block when exiting a packaged game that has the Bink Media plugin enabled

RAD - Sep 2, 2021

When exiting a packaged project with the Bink Media plugin enabled, a fatal error is shown. This does not occur in packaged projects without the Bink Media plugin enabled. The Bink Media plugin doe ...