[MetaSounds][Ladder Filter] - Ladder Filter Produces Incorrect Output when the Sample Rate is not 48kHz

UE - Audio - MetaSounds - Oct 30, 2023

When the Sample Rate of the Audio Mixer or device is not 48kHz, the Ladder Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong.  ...

[MetaSounds][Biquad Filter] - Biquad Filter Produces Incorrect Output when the Sample Rate is not 48kHz

UE - Audio - MetaSounds - Oct 30, 2023

When the Sample Rate of the Audio Mixer or device is not 48kHz, the Biquad Filter output is not correct on PIE. It is Silent at 20000Hz, and other frequencies also sound wrong. See [Link Removed] ...

Natively declared Gameplay Tags aren't counted by Reference Viewer when set default by ctor

UE - Gameplay - Jul 11, 2024

Similar to Issue 199247 ([Link Removed]), Natively declared Gameplay Tags aren't counted by Reference Viewer when used in a variable set in a C++ ctor. ...

Cascade - Some Delayed Particle Emitters Don't Function with High Delta Times

UE - Rendering - Architecture - Niagara - May 13, 2025

This is a Cascade issue from a UDN where single loops can be skipped if the DT is high enough. ...

Arrays in UMaterialEditorInstanceConstant are not updated

UE - Rendering - Architecture - Materials - Jun 13, 2025

Any UPROPERTY TArray added to UMaterialEditorInstanceConstant will not cause UI updates when elements are added or removed. This is caused by the custom validator created in FMaterialInstanceEditor ...

Cascade Shadow Map octree not handling new max world size

UE - Rendering - Features - Jul 21, 2025

Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled. ...

[Level Instances] Editor Actor Folders does a full refresh after any LI is loaded, leading to wasted time when bulk loading LIs for a given WP region load

UE - Engine Scaling - Streaming - Level Instances - Jun 26, 2025

From Licensee: We discovered a pretty big performance hit in editor when loading level instances for a world partition map, specifically: EditorActorFolders.cpp:FActorFolders::OnAllLevelsChanged() ...

Point Lights Invlidate Virtual Shadow Map Cache when at a distance from attenuation radius

UE - Rendering - Features - Oct 28, 2025

When the camera is outside of a certain distance from a point lights attenuation radius the VSM of that point light stops caching shadow maps. This can also be reflected in the output from the 'r.S ...

Component tags do not register on actors

UE - Gameplay - Oct 30, 2015

Component tags do not register when checked within blueprints. ...

Asset Override Editor does not have vertical scrollbar until window is resized

OLD - Anim - Oct 22, 2015

If a child anim blueprint has enough animations to go beyond the view of the asset override editor, the override editor will not show a vertical scrollbar until the window is resized. ...