[Dynamics Processor][Audio Bus Sidechain] - Audio Bus Sidechain doesn't function the second time a sound is triggered

UE - Audio - Sep 2, 2021

Retriggering a sound using an Audio Bus as a sidechain on a Dynamics processor seems to not uses the sidechain. The sidechain will start working again if it's reset on the Dynamics Processor effect ...

[Soundfield Submix] - Editor crashes when PIE using a Soundfield Submix

UE - Audio - Submixes - Nov 16, 2022

Editor crashes when using a Soundfield Submix with any encoding setting (Unreal, Oculus, Resonance). Assertion failed: IsSoundfieldSubmix() && SoundfieldStreams.Settings.IsValid() [File:D:\build\++U ...

Confirmation Dialog common UI in the Lyra Starter Game loses focus for gamepads after closing.

UE - AI Workflows - UI Systems - Aug 20, 2024

When changing the language options in the default Lyra Starter Game project (5.3 and 5.4) with a controller, the settings menu loses focus after closing the confirmation dialog. Focus can only then ...

Pressed event triggered after calling FlushPressedKeys while holding the button

UE - Gameplay - Input - Oct 2, 2024

This is an issue related to the behavior of the FlushPressedKeys function when called manually while a button is held. Once the function is called in C++, a Pressed event gets triggered even though ...

Interchange Framework - Missing References on Animation Import with Python Pipelines

UE - Editor - Open File Formats - Import and Export - Jun 10, 2025

Hello, I'm using Interchange in a UE5.5.4 project with my Pipeline Stack containing a copy of the DefaultAssetPipeline and a custom Python Pipeline. When importing my Animation with only the Defau ...

Material Editor Viewport does not display World Position Offset

UE - Rendering - Features - Mar 19, 2026

The preview Viewport in the Material Editor does not correctly render World Position Offset. It appears that the RenderVelocities pass (which is also drawing the depth for the preview sphere) does ...

TBigInt allocates twice as much memory as necessary for FString input

UE - Foundation - Core - Jul 9, 2015

TBigInt appears to allocate twice as much memory as necessary for the input. This produces an unexpected output of the input value. ...

Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script

UE - Gameplay - Components - Oct 6, 2015

Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script. Note: this would work in 4.8.3. Reproduced in 4. ...

Text Render Actors do not maintain relative offset when attached to blueprints via construction script

UE - Gameplay - Dec 1, 2015

Text Render Actors do not maintain relative offset when attached to blueprints via construction script. This did not reproduce with other actor types. Types used: Static mesh actors, blueprints, b ...