In the test above, the Blue Component has a higher priority than the green component; however when in the listener is positioned where the components overlap, both components submix sends are active ...
When importing wav files with a higher bit depth than 16, any cue points on the file are stripped. ...
USplineComponent::CalcBounds is not defined in shipping builds (presumably the thought being that nothing can be rendered in shipping, and hence no scene capture required). But if CalcBounds is use ...
When two volumes with the same component type overlap, sounds inside the lower priority volume are not behaving correctly. In the diagram below, the Blue volume has a higher priority, but when the l ...
Looks like we only need a way to disable the usage of these tests from running if ray tracing is disabled as they are ray tracing only tests. ...
UDN post raising this. We ignore digital inputs only, but do so by querying Key.IsDigital(). This causes issues if the key is mapped to an analog action (i.e. it's emulating an axis). Proposed solu ...
Plugins that provide blueprint-accessible libraries generally need to be set the PreDefault LoadingPhase so they can be properly loaded before game-specific data that loads early in the Default load ...
Regression no, the issue was reproduced in Windows //UE5/Release-5.0 CL 20280985 repro rate 3/3 After the user tries reimport mesh with nanite enabled from mesh editor the mesh was reimported with ...
This is because the RebuildControlMappings function only checks this flag when you have a mapping that was already added, we should apply this for any new mappings as well. I'll update the repro s ...