[Dynamics Processor][Audio Bus Sidechain] - Audio Bus Sidechain doesn't function the second time a sound is triggered

UE - Audio - Audio Bus - Sep 2, 2021

Retriggering a sound using an Audio Bus as a sidechain on a Dynamics processor seems to not uses the sidechain. The sidechain will start working again if it's reset on the Dynamics Processor effect ...

Notify selection in Persona breaks with custom windows display scaling

UE - Anim - Runtime - Apr 21, 2022

The notify panel in the animation editor doesn't currently support windows display scaling. If the user changes the display scale to something like 150% then selection of notifies is inaccurate. T ...

Movie Render Queue Renders Black Frames when MultiSample Effects Are Disabled

UE - Anim - Sequencer - MRQ - Apr 25, 2022

Occurs 5/5 times. When 'Disable Multisampling Effect' is enabled, the Render Warm Up is set to 0, and the Custom Playback Range is set to a small value, frames render out fully black. Regression d ...

LogUMG: Error: The requested size for SRetainerWidget is 0. W:739 H:0 when opening or updating a curve using the StackedCurve view

UE - Anim - Sequencer - Feb 6, 2023

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 ...

Ensure occurs while duplicating world partitioned level by WorldPartitionRenameDuplicateBuilder commandlet

UE - World Creation - Worldbuilding Tools - World Partition - Aug 21, 2023

The level seems to have been successfully copied. ...

Lumen doesn't use correct sky light settings when GI scalability changes from Low to High

UE - Graphics Features - Lumen - Sep 24, 2024

When the Global Illumination scalability settings are changed in the editor from High to Medium, they primarily act on the r.Lumen.DiffuseIndirect.Allow and r.SkyLight.RealTimeReflectionCapture.  No ...

TBigInt allocates twice as much memory as necessary for FString input

UE - Foundation - Core - Jul 9, 2015

TBigInt appears to allocate twice as much memory as necessary for the input. This produces an unexpected output of the input value. ...

Skeletal mesh defined in code cannot be set in the editor.

UE - Gameplay - Blueprint - Apr 16, 2015

Defining a skeletal mesh component in code and attaching it to the root component will not allow the component's details to be editable inside the editor. ...

Text Render Actors do not maintain relative offset when attached to blueprints via construction script

UE - Gameplay - Dec 1, 2015

Text Render Actors do not maintain relative offset when attached to blueprints via construction script. This did not reproduce with other actor types. Types used: Static mesh actors, blueprints, b ...