SAnalogSlider calculates FastestStepTime by multiplying the step size value by a constant, resulting in high numbers for larger step sizes. This gets lerped from 1 and used as the repeat time, resul ...
The GameFrameworkComponentManager has a system for registering callbacks to execute in response to event changes. This ends up calling UGameFrameworkComponentManager::CallFeatureStateDelegates which ...
FStreamableHandle (used as part of the FStreamableManager system) has a CancelHandle function that stops it from calling any completion callbacks related to that handle (it could cancel the load req ...
Virtual loops continue to be displayed in Audio Insights even after the sound has stopped being active for certain cases. This also occurs when stopping PIE while a sound is virtual. The sound will ...
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 ...
Note: This issue also affects MetaSound Patches and any Members Menu List Repro Rate: 5/5 Regression marked as No: issue was seen in 5.2 and 5.1 UE5+Release-5.2-CL-26001984 UE5+Release-5.1-CL- ...
I've noticed as I've been working with the Wave Form Editor, that it works fairly well for smaller files, but on longer assets there can be some pretty noticeable latency when adding and adjusting t ...
"stat llm" does not show that the Audio summary value is the sum of Audio related tags. In the attached screenshot, when executing "stat llmfull", the AudioSummary value is less than the sum of "Aud ...
Encountered while going through some debug commands. Repro 3/3. Crash Reporter Link: [Link Removed]Assertion failed: ChunkIndex != 0 [File:E:\User\Engine\Source\Runtime\Engine\Private\AudioStreaming ...
See linked UDN for more information. ...