Time Synth fails to play 96KHz audio clips

UE - Audio - May 19, 2020

TimeSynth 96KHz music clips only play for a split second and then stop. 48KHz files play correctly however 96KHz 16-bit and 24-bit files do not This was reported and tested in 4.25 (CL-13144385) an ...

Restore state on animation in level sequence will stop all montages

UE - Anim - Sequencer - Feb 12, 2020

It looks like UnbindFromSkeletalMeshComponent stops all montages. This is called when the animation section restores its state.  https://udn.unrealengine.com/s/question/0D52L00004lun3ySAA/restore ...

Client is unable to Server Travel with the host when Seamless Travel is disabled

UE - Networking - May 5, 2022

Client is unable to Server Travel with the host when Seamless Travel is disabled. Repro Rate: 3/3 Tested this in //UE4/Release-4.27 @ CL#18319896 and the client is able to join in, it is a regress ...

r.VolumetricRenderTarget.PreferAsyncCompute producing different visuals

UE - Graphics Features - Aug 2, 2024

When the cvar "r.VolumetricRenderTarget.PreferAsyncCompute" is enabled, it will cause Volumetric Clouds to ignore the influence of Volumetric Fog. In high-fog environments, this can cause the clouds ...

Previewing Nav Mesh in DX12 Mode causes Editor to Crash

UE - Graphics Features - Mar 7, 2016

In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash. ...

Crash when adding a camera to the world in VR Mode

UE - Editor - Workflow Systems - May 31, 2017

Dragging a Cine Camera Actor into the world causes the editor to crash. I reproduced this with both Oculus and Vive, however had a more successful repro rate with Oculus. ...

[CrashReport] Ran out of memory - FFixedUObjectArray::PreAllocate()

UE - Foundation - Core - UObject - Sep 7, 2017

This is a somewhat common crash affecting users in 4.17. Users have not provided any descriptions of their actions when the crash occurred. Source Context 165 if (GWarn) 166 { ...

[CrashReport] UE4Editor_Renderer!FMaterialShader::SetParametersInner<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:181]

UE - Graphics Features - Jun 8, 2018

No user comments in crash group 177 ERHIFeatureLevel::Type FeatureLevel = View.GetFeatureLevel(); 178 check(Material.GetRenderingThreadShaderMap() && Material.GetRenderingThreadSha ...

ILC/VLM doesn't affect Static Staticmesh at all on Mobile

UE - Platform - Mobile - Sep 23, 2019

In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings ...