[Attenuation][Spatialization] - If speaker output is set to stereo, the Surround 2D Non Spatialized Radius Mode doesn't generate any audio

UE - Audio - Dec 12, 2023

If Surround 2D is set as the Non Spatialized Radius Mode, there is no fallback option if the user's output is not a surround format (eg stereo). There is also nothing communicated in the Tool Tip. ...

PCG Graph callback fails after compiling blueprint

UE - World Creation - Procedural Tools - Jul 9, 2024

PCG graph callbacks in BP do not appear to get called correctly after the blueprint is compiled. ...

Does FSlateElementBatcher::AddCachedElements need to check if r.HDR.UI.CompositeMode is enabled?

UE - Editor - UI Systems - Aug 28, 2024

When a specific configuration of HDR cvars are set, PIE in a New Editor Window will not render the game world. Settings (For DefaultEngine.ini): ```[SystemSettings] r.AllowHDR=1 r.HDR.Display.Color ...

Point light leaking throught thin geometry

UE - Graphics Features - Oct 29, 2024

In 4.27, ray traced point lights can leak through thin meshes. This bug does not exist in Unreal Engine 5, due to many of the potential rendering areas being fundamentally changed. ...

Invalid access location compressing a BC6h texture in the editor

RAD - Oct 29, 2024

Large texture crashes during Oodle compression with "-stompmalloc". It appears to be an internal Oodle error. Also tested on //UE5/Release-5.5/, CL: 37463908 ...

[Interchange][FBX] Issue with asset name clashes after auto import

UE - Editor - Content Pipeline - Import and Export - Jan 22, 2025

The mesh changes and the asset name stays the same while the two FBX are completly different: different filename, different mesh names in the FBX CF video for repro steps. https://forums.unreale ...

RHIGetAvailableResolutions returns duplicate entries when bIgnoreRefreshRate is false

UE - Rendering Architecture - RHI - Sep 17, 2015

When the RHIGetAvailableResolutions function fills the array that is passed in as the first argument, it will end up filling some slots with duplicate resolutions (including refresh rate) when the b ...

Duplicated blueprints lose components

UE - Gameplay - Blueprint - Nov 2, 2015

Blueprints that have been updated from previous engine versions lose components if duplicated. The original blueprint retains all components but all duplicates lose them. ...

Typo in Auto Activate Tooltip within Blueprint Components

UE - Gameplay - Oct 12, 2015

Blueprint tooltip on auto activate within a blueprint component reads: Whether to the component is activated at creation or must be explicitly activated. It should read: Whether the component ...

Preview Instance can still trigger print strings when you PIE

OLD - Anim - Apr 10, 2015

In the given answerhub example, the user has a print string coming from IsNotValid on a check of *TryGetPawnOwner*. This is returning a false negative to him when he PIE's because the Preview insta ...