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 ...

Crash when importing an Alembic file with Materials as a different asset type than one that already exists

UE - Gameplay - Aug 8, 2016

This will occur when changing between all Import Types (so long as Create Materials is checked). The callstacks are slightly different depending on which Import Type you switch to. [Link Removed] ...

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. ...

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 ...

NiagaraSystem is compiled every time when first loaded in the editor

UE - Niagara - May 20, 2022

If you are using a large amount of Niagara, you will experience excessive load times in PIE even if nothing is changed. The following code change seems to be effective as an interim response. void ...

Nativization of Blueprint Subclass of PlayerStart fails

UE - Gameplay - Feb 23, 2018

Fail to package with nativization. cannot convert from 'USceneComponent *' to 'UBillboardComponent ...