[Attenuation][Spatialization] - If speaker output is set to stereo, the Surround 2D Non Spatialized Radius Mode doesn't generate any audio

UE - Audio - Dec 12, 2023

If Surround 2D is set as the Non Spatialized Radius Mode, there is no fallback option if the user's output is not a surround format (eg stereo). There is also nothing communicated in the Tool Tip. ...

Volumetric clouds jitter when in front of geometry

UE - Graphics Features - Nov 30, 2023

Potentially related to [Link Removed], but distinct. ...

Newly added local variable types are not consistent with prior variable type

UE - Anim - Rigging - Control Rig - Nov 27, 2023

It seems that local variable creation in control rig isn't following the pattern with regular control rig variables (and general blueprint variables) where the last created and/or edited variable ty ...

Details Panel - ShowOnlyInnerProperties does not work in nested structs unless the outer struct also has the metadata

UE - Editor - Workflow Systems - Nov 27, 2023

The current implementation for inlining struct members is setup in a way where we start with the outermost struct and only recurse into any child structs if it contains the ShowOnlyInnerProperties m ...

Expensive WaitForTask in SceneCapture2D

UE - Rendering Architecture - Nov 20, 2023

UDN users have reported that expensive scene captures stall the render thread due to RDG flushing the RHI thread for resource deletion. This only needs to happen once per frame. ...

Duplicate child actor created on client in editor

UE - Networking - Nov 17, 2023

This seems to be related to the fix for [Link Removed]. Part of that fix made sure that the child actor component recreates the child actor when GIsReconstructingBlueprintInstances is true, as previ ...

Control Rig Function Access Specifier Combo box not closing after selection

UE - Anim - Rigging - Control Rig - Oct 25, 2023

From a UDN Customer. When switching a control rig's access specifier from public to private and vice versa, the options of the combo box does not hide after the selection, it stays open until you p ...

Compiling Blueprints breaks socketed attachments of actors attached to non-root components

UE - Gameplay - Blueprint - Oct 12, 2023

When blueprints are compiled, instances of those blueprints have their attachments detached and then reattached. Reattachments always occur on the RootComponent regardless of which component they we ...

[MetaSounds][Audio Bus] - MetaSound Sources using Audio Bus nodes spam underruns when Audio Mixer Sample Rate is less or greater than 48kHz

UE - Audio - Audio Bus - Oct 5, 2023

Setting the Audio Mixer Sample Rate to 32000kHz causes underrun spam in audio bus reader and writer nodes and sounds to playback jittery. Tested with 24kHz and 32kHz. Does not repro in //Fortnite/R ...

UVOIPStatics::VoiceTalkerMap entries overridden in single-process multiplayer PIE

UE - Online - Oct 2, 2023

UVOIPStatics::VoiceTalkerMap uses FUniqueNetIdWrappers as its keys, which will be the same across multiple instances for a player. A player's local pawn can have a voip talker, and that pawn on a re ...