[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. ...

[Audio Insights] - Insights continues to display virtual sounds after they have stopped being active

UE - Audio - Audio Insights - Jan 27, 2024

Virtual loops continue to be displayed in Audio Insights even after the sound has stopped being active for certain cases. This also occurs when stopping PIE while a sound is virtual. The sound will ...

[Audio Modulation]- Modulation of Pitch Destination on a Source Bus with a Parameter Patch affects Volume instead

UE - Audio - Modulation - Mar 20, 2024

Stepping in the inner area updates the Control Bus on the Patch, but the Modulation is applied to the Volume destination instead of Pitch. Reproduction rate: 5/5 This also occurs in //UE5/Release- ...

Opaque GPU particles appear later than translucent one when Collision module is enabled

UE - Niagara - Content - Apr 2, 2024

When spawning GPUCompute Sim Niagara system which is consist of opaque particle emitter and translucent one, if those emitters use Collision module, opaque particle often appears one frame later tha ...

Sampler Source: From Texture Asset with Streamed Virtual Texture

UE - Rendering Architecture - Mar 28, 2024

It appears that Texture Samplers for Virtual Textures do not respect the Tiling Method from the Virtual Texture Asset when the "Sampler Source" is set to "from texture asset". ...

RewindDebugger visual artifacts when actor's LOD switches during recording when using MetaHumans

UE - Anim - Gameplay - Mar 28, 2024

Rewind debugger sometimes behaves incorrectly during lod switches. Users have found this on a metahuman. ...

Translucency area has stripe-style issue on TSR

UE - Graphics Features - Mar 28, 2024

The TSR History Rejection buffer develops a grid-like artifact over translucent, camera-facing planes. ...

Reimport FBX does not correctly update frame-rate

UE - Anim - Runtime - Apr 2, 2024

This is an issue with the sequencer model, it does not clear its bPopulated flag so doesn't allow for changing the frame-rate to a non-compatible (multiple/factor off FPS). ...

Poor performance when Player Collision view mode active in City Sample

UE - Simulation - Debug Tools - Apr 2, 2024

The Editor become unresponsive and then has very low frame rates after activating the Player Collision view mode in the Small_City_LVL and Large_City_LVL maps in the CitySample project. The curre ...

FTimeline::bPlaying may remain false on clients when replaying replicated timeline

UE - Gameplay - Apr 2, 2024

This seems to occur when FTimeline::Stop is called on the client but not on the server, as this will set bPlaying to false locally on the client. Because the value for bPlaying doesn't change on the ...