The Update Persistent Audio module has a dependency on a Play Persistent Audio module. When there are two modules in different overview nodes, the automatic fix up can put the Play Persistent Audio ...
With Layered Blend Per Bone, if the bone for Blend Pose 1 is in the hierarchy below the bone for Blend Pose 0, then the Blend Weights have some odd behavior. Blend Pose 0 = root Blend Pose 1 = spin ...
Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, we need to return an empty buffer if the procedural sound wave doesn't ...
This is a common Linux crash that has occurred since at least 4.14. From LogLogEditorViewport: Clicking on Actor (LMB): StaticMeshActor (pared_cubos15) LogRHI: Timed out while waiting for GPU to ...
If a user places too many point lights on screen at once with a source length greater than 0 it will appear as though the length is 0 ...
Generated from CrashReporter likely the same issue - [Link Removed] but hasn't been brought over to UE5 EA ...
The following error is generated in the Output log whenever a Wave Table is opened or any of the graphs are modified. It also occurs when adding an Input to a Sound Modulation Parameter patch or add ...
An event at frame 0 of a sequence does not seem to get called when using "SetPlaybackPosition 0" to reset the playback position to the start. This seems to be a regression. 4.17.2, the frame 0 even ...
This seems to be a new crash coming out of 4.18. It is not very widespread at the moment, but the callstack is very similar to [Link Removed], which was fixed for 4.18.0. Users have not provided a ...