TimeSynth Counts Beats: 1,2,3,0

Audio - Apr 2, 2020

TimeSynth Counts Beats: 1,2,3,0 Link to project files: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/asset-sharing/1724414 ...

Moving assets in the Editor fails to fixup references causing the project to generate errors

Tools - Mar 30, 2020

Moving assets in the Editor is very unreliable. References may or may not be fixed up. No direct error is presented or a warning about problems. Any moves of the gameinstance, string table or certai ...

Crash When Opening a DataTable Based Off a Struct With a Timecode Variable

Tools - Sequencer - Mar 30, 2020

When a datatable is based off a struct with a timecode variable it will crash when opening. Found in 4.24.3 CL#11590370 Reproduced in 4.23.1 CL#9631420, 4.25 Preview 4 CL#12366721, 4.26 CL#12123513 ...

GC stalls when loading a level with an Oculus HMD connected to the PC

XR - Mar 26, 2020

Check the log. The GC is stalled on IsReadyForFinishDestroy for about 30 seconds. This is mixed with ovrp_WaitToBeginFrame. ...

Desynchronised playback of firstime played SoundWaves with active AudioStreamCaching

Audio - Mar 25, 2020

The SoundWave in the Content folder of the attached Project has been exported from Nuendo @ 120BPM 4/4, with a duration of exactly 1 Bar. The BP_Audio Actor uses the TimeSynthComponent to provide sa ...

There's a split in Normal of World Compositions Landscape.

Tools - Landscape - Mar 25, 2020

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Calling Finish Recording Output causes a crash in PIE

Audio - Mar 23, 2020

The Finish Recording Output node from the Audio Mixer BP Library crashes due to an invalid Path input. This is a regression from 4.23.1 (CL-9631420).  This was reported and tested in 4.24.3 (CL-115 ...

Ribbons Don't Follow Their Source Particles When Scaling

Rendering - Niagara - Mar 23, 2020

When Ribbon Data in a particles system that is following is scaled in an instance the ribbons scale appropriately, but they don't follow updated location of their source particles. See the attached ...

Some bones are not removed even when registered in "Bones to Remove"

Anim - Mar 22, 2020

 The difference between "testbone" and "testbone2" is only whether there is "joint7" Skinning itself has been properly ruled out. However, it can be confirmed by attaching a socket etc., but the bo ...

Compiling blueprints with a reroute node attached to a class variable to a "Spawn for gameplay task" causes the pin to "instigator" to disconnect

Gameplay - Mar 20, 2020

Creating a reroute node between a class variable and a "Spawn actor for gameplay task's" class pin will cause the variable attached to the instigator pin to disconnect. ...