[Device Swap] - Assertion failed: AudioStreamInfo.StreamState == EAudioOutputStreamState::Closed [File:D:\build\++UE5\Sync\Engine\Source\Runtime\AudioMixerCore\Private\AudioMixer.cpp]

UE - Audio - Jul 25, 2023

Issue has been seen a couple times internally and closed as No Longer occurring. Looking at Crash Reporter, issue has been seen live a number of times. Looking at user logs, occurs after:LogAudioMi ...

TMaps with instanced objects: modifying instanced object data in child affects parent

UE - Gameplay - Blueprint - Jul 25, 2023

Given a TMap where the value type is an instanced object: when a child blueprint is saved with modifications to the TMap, and then additional TMap are added to the parent blueprint and the child blu ...

[CrashReport] Assertion failed: bIsRoutingPostCompilation == false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureCompiler.cpp] [Line: 245]

UE - Texture - Jul 25, 2023

Made From CrashReporter To remain Glitter compliant logs can not be linked from Crash Reporter. Should you need logs you will have to get them from Crash Report. ...

Provide a way for licensees to set a custom class for DataLayerInstanceWithAsset.

UE - World Creation - Worldbuilding Tools - World Partition - Jul 25, 2023

Provide a way for licensees to set a custom class for DataLayerInstanceWithAsset. ...

DataValidation System Implemented in EditorUtilityBlueprint Subsystem Crash

UE - Editor - Content Pipeline - Jul 24, 2023

Implementing data validation via an Editor Utility Blueprint works fine in the editor, but when run via the commandlet, the blueprint won't load the editor utility subsystems (i.e. Static Mesh Edito ...

Push Model may prevent actors from going dormant

UE - Networking - Jul 24, 2023

This seems to happen because FObjectReplicator::ReadyForDormancy will continually return false while FObjectReplicator::CanSkipUpdate returns true. In ReadyForDormancy, the actor's SendingRepState h ...

When creating a new NiagaraSystem using existing system, the DefaultEffectType set in ProjectSettings is not reflected.

UE - Niagara - Jul 24, 2023

When creating a new NiagaraSystem, the DefaultEffectType set in ProjectSettings should be reflected. If another EffectType is already set, it should be respected. The problem here is that when creat ...

Unable to load ASTC_HDR cube texture on IOS

UE - Rendering Architecture - RHI - Jul 24, 2023

Project include a hdr texture "desert_outer_hdr" Texture size is 512*512*6, compressed with ASTC 6x6 HDR profile Stride should be: ceil(512/6)*16 = 1376 bytes However, if connect to xcode debug, ...

URigVMBlueprint::CompileLog can spam the editor log when verbosity is set to Log

UE - Anim - Rigging - Control Rig - Jul 21, 2023

It seems that URigVMBlueprint::CompileLog is spamming the log whenever a call to BP_SCOPED_COMPILER_EVENT_STAT, including for blueprints that are unrelated to control rig.  The log messages are only ...