[Voice Virtualization][Focus] - Looping sounds do not become Virtual when Virtualization is Restart and Volume Attenuation is set to 0 by Focus settings

UE - Audio - Voice Management - Sep 2, 2021

When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...

GetAllocatedSize returns inaccurate number of bytes

UE - Foundation - Core - May 20, 2015

When calling GetAllocatedSize() on a TBitArray it will round down the result of MaxBits / NumBitsPerDWORD. This means that not enough bytes are allocated when the MaxBits is not divisible by NumBi ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Scene Capture 2D will default back to View 0

UE - Graphics Features - Oct 8, 2015

The scene capture will revert back to the Character BP that is placed in the level when player 2 is not moving. When they are moving the scene captuer will show correctly. You can get around this ...

Moving all the related assets to another folder at once leads to reference lost in the contents browser.

UE - Editor - Content Pipeline - Content Browser - Aug 23, 2017

Moving all the related assets into another folder leads to reference lost. This can be tested out using ShooterGame project. Also you can find materials in the skeletal mesh lost its texture. This ...

EnumRedirections from a Blueprint enum to a c++ enum does not redirect everything correctly.

UE - CoreTech - Aug 20, 2024

There is an engine bug when using the EnumRedirects feature inside a config file. If we have a Blueprint Enum used in our blueprints, and we want to convert all the Blueprint enum references to a C+ ...

Physics constraint component doesn't work when placed inside a child actor, while using world partition and streaming is enabled

UE - Simulation - Physics - Mar 21, 2025

Context: In a World partition level, to reduce complexity and provide a scalable solution when creating new projects, grid cell streaming can be enabled. Problem: The problem is that physics constr ...

A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration

UE - Networking - Jan 28, 2016

A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration. Test project attached. Reproduced in 4.9.2 binary, 4.10.2 binar ...

Existing widget name error from rejected widget object.

UE - Editor - UI Systems - Dec 5, 2017

Rejected widget object for paste action from other widget somehow remains in the widget editor making name conflict for other widgets. ...