The Role/RemoteRole of net startup actors that get respawned during the replay scrub will be incorrect/swapped during BeginPlay (but not later for any onreps we process). ...
This causes the ObjectId pass in MRQ to fail to distinguish between materials in the resulting Cryptomatte file. It looks like FGeometryCacheSceneProxy doesn't implement CreateHitProxies so it's f ...
When focus changes an IE_Released event occurs for the W key (your character stops moving) due to UGameViewportClient::LostFocus calling APlayerController::FlushPressedKeys. Because of the R key pre ...
Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...
Retriggering a sound using an Audio Bus as a sidechain on a Dynamics processor seems to not uses the sidechain. The sidechain will start working again if it's reset on the Dynamics Processor effect ...
Swapping between output devices with different channel counts can cause sound corruption for sounds that were paused during the device swap call. More info can be found in the linked UDN, along with ...
When exiting a packaged project with the Bink Media plugin enabled, a fatal error is shown. This does not occur in packaged projects without the Bink Media plugin enabled. The Bink Media plugin doe ...
The videos + screenshots in the zip file show the issue on the modified gun sight. The licensee has provided a suggested fix here -[Link Removed] ...
Licensee reports this change, and can confirm a very rough similarity observed in a template project in 4.27: [Image Removed] ...
When using Voice Virtualization settings, if the Attenuation Volume becomes 0.0 do to Focus setting, Restart does not behave as expected on looping sounds. Both Disabled and Play when Silent do wo ...