[MetaSounds] [Asset Importing] - Can't Import Wave Files Created from MetaSound Wave Writer

UE - Audio - MetaSounds - Jul 8, 2022

Wave files created by the Wave Writer nodes in MetaSounds cannot be imported successfully into the engine. On my end, wave files created by Audacity could be imported successfully, so there does see ...

ISequencer::OnPlayEvent does NOT fire at the end of playback in Sequencer editor

UE - Anim - Sequencer - Jul 8, 2022

ISequencer :: OnStopEvent is executed when pause, but not when playing to the last frame and stopping automatically. This is because OnStopDelegate.Broadcast(); is only in FSequencer::Pause(). When ...

Sessions Frontend crash when launching the "renderer" automation section without ray tracing enabled

UE - Graphics Features - Jul 7, 2022

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. ...

bIgnoreAllPressedKeysUntilReleaseOnRebuild ignores digital keys that are part of analog actions

UE - Gameplay - LWC - Jul 7, 2022

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 ...

UMGs are rendered over the viewport's icons on UE5 editor

UE - Editor - UI Systems - Jul 6, 2022

UMGs are rendered over the viewport's icons on UE5 and the icons cannot be visible and selected even if you detaches from the player controller.[Link Removed][Link Removed][Link Removed] I confirm ...

World Partition Converter- Soft object pointers to actors kept in scripted sublevels are incorrectly remapped to the main world during in place conversion

UE - World Creation - Worldbuilding Tools - World Partition - Jul 1, 2022

From user:"We have ran into an issue with soft object pointer fixup/remapping with the World Partition converter. If you have a sublevel that contains a level script and an actor that is hard refer ...

When StaticMeshComponent is added to an empty Actor, no HLOD is generated.

UE - World Creation - Worldbuilding Tools - HLOD - Jul 1, 2022

When a Cube of StaticMeshActor is placed, it is generated without any problem. ...

When another AnimMontage is playing while an AnimMontage is playing, AnimNotify be called twice.

UE - Anim - Runtime - Jul 1, 2022

When AnimNotify is set to AnimMontage, these Notify events may be output twice. It can see it if you let another Montage play while the first one is playing. If you stop the first Montage, it will a ...

ModularGameplay and other runtime plugins have wrong LoadingPhase

UE - Gameplay - Jun 30, 2022

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 ...