Content browser folder names are allowed to use parentheses, which are disallowed by object paths

UE - Editor - Framework - Content Browser - Nov 10, 2021

The content browser compares folder names against INVALID_LONGPACKAGE_CHARACTERS, which allows parentheses. However, object paths compare against INVALID_OBJECTPATH_CHARACTERS, which disallow parent ...

No sound plays when using Oculus Spatialization Plugin

UE - Audio - Spatialization - Nov 10, 2021

The Oculus spatialization option is not producing sounds. In Test Rail I can see that the test related to this passed April 2021 in UE4. In UE5 it passed on Early Access in February 2021. ...

No sound plays when using Built-In Spatialization or Simple ITD plugins

UE - Audio - Spatialization - Nov 10, 2021

No audio can be heard when using the Built-In Spatialization plugin. This is a regression from 4.26. Occurs in 4.27 and 5.0. ...

MakeMaterialAttributes and LandscapeLayerBlend produce unexcepted results for WorldPositionOffset

UE - Rendering - Materials - Nov 8, 2021

For comparison, this issue doesn't seem to occur when recreating the setup with Set Material Attributes/GetMaterialAttributes. It seems isolated to the Make/Break nodes. ...

Crash on opening Control Rig asset that was created in UE5-EA

UE - Anim - Rigging - Control Rig - Nov 8, 2021

This issue was found from an external user on Twitter using UE5-Early Access - [Link Removed] The crash happens on asset load.  User says that they were following Gabriele's video - [Link Removed] ...

Actor channel unable to go dormant if replication key is not changed

UE - Networking - Nov 4, 2021

If the subobject's RepKey is not updated after setting the actor to go dormant, then the subobject won't be replicated. This causes FObjectReplicator::ReadyForDormancy to return false for the subobj ...

Camera manager will not tick if the game is paused on begin play or possessed events

UE - Gameplay - Nov 4, 2021

This is an interesting bug because it is only happening on BeginPlay. I guess that there is some order of operations that the camera manager uses during creation that will stop if the game is paused ...

Input consumed by a widget's action binding can be skipped if using key modifiers

UE - Gameplay - Input - Oct 29, 2021

The following code in UPlayerInput::GetChordsForKeyMapping is at fault for this:  !(KeyMapping.bAlt || KeyMapping.bCtrl || KeyMapping.bShift || KeyMapping.bCmd || ActionBinding.KeyEvent == EInputEv ...