Duplicating Interface functions causes the Input/Output values to duplicate twice

UE - Gameplay - Apr 27, 2018

When duplicating an Interface function, the values for Input/Output are doubled or tripled. ...

Crash in editor after disabling AISystem in Worldsettings

UE - AI - May 16, 2018

After disabling the World Option bEnableAISystem, clicking with the right mouse button on the asset browers (in an empty place) casues the editor to crash. ...

Behavior of NewBinding and ExistingBinding are different inside Shot track

UE - Anim - Sequencer - Jul 6, 2018

When using NewBinding, the bind does not work properly with the level sequence specified by ShotTrack. The cause is that Guid of ExistingBindingID will be empty when passing through ActorPicked in ...

Certain materials are overly bright with Ray Traced Global Illumination denoiser

UE - Graphics Features - Lumen - Mar 14, 2019

Ray Traced Global Illumination is causing some materials to glow extremely bright Disabling r.raytracing.globalillumination.denoiser fixes the issue In 4.22 preview 5 binary (5365847) the result i ...

Sequencer's Spawnable actor rename can not be synchronized between sequencer and outliner

UE - Anim - Sequencer - Jun 11, 2019

This behavior seems to occur only for spawnable. The licensee wants the renaming behavior to be consistent. ...

"Pausing" A TimeSynth causes a crash

UE - Audio - Oct 10, 2019

Clicking and holding anywhere on the editor outside the viewport when PIE causes a crash. The AudioRendering thread throws the following assert: Assertion failed: FreeClipIndex < PlayingClipsPool_Au ...

thumbnail is updated at an unintended timing

UE - Editor - Content Pipeline - Content Browser - Oct 14, 2019

This seems to be because the OrbitZoom of ThumbnailInfo is rewritten by ResetCamera () when the viewport is opened. Is this correct processing? ...

Enabling Fixed Frame Rate doesn't Lock the Frame Rate

UE - Rendering Architecture - RHI - Nov 19, 2019

When a project is set to use a fixed frame rate via the Project Settings it is uncapped when played in editor. Found in 4.24 Preview 2 CL#10091930 Reproduced in 4.25 Main CL#10298106 ...

LivePP won't react with CTRL+ALT+F11 when debugger is break

UE - Foundation - Cpp Tools - Live Coding - Aug 21, 2019

Before we were able to request CTRL+ALT+F11 while debugger is paused, then resuming the debugger (F5), LivePP was kicking, rebuilding before really unpausing the debugger. Now, if I want LivePP to ...