Morph target LOD over 0 not worrking with GPU skin

UE - Rendering Architecture - RHI - Dec 17, 2019

I do not know what happen here and I need the help of the rendering team to debug this issue. There is no log at all even with -d3debug If you import the file SK_LOD_Morph_Working.fbx its a similar ...

UAIPerceptionSystem::Tick() has a chance of not being called after level reloading

UE - AI - Dec 16, 2019

UAIPerceptionSystem::Tick() is not called after level reloading. When Debugging, UAIPerceptionSystem::CurrentTime is always 0, and UAIPerceptionSystem::SourcesToRegister always contains sources to ...

Mentioning "_Validate" suffix in code comments to function names causes Compiler error

UE - Foundation - Cpp Tools - UnrealHeaderTool - Dec 13, 2019

When mentioning the _Validate Suffix in code comment, Visual Studio compiler throws an error. ...

Sub Instance Root Motion issues

OLD - Anim - Dec 10, 2019

Using multiple Sub instances with root motion does not behave as expected. With both the parent and sub instances set to 'Root Motion from Everything': In 4.22, too much root motion occurs. In ...

Grandchild actor with IsEditorOnly enabled is duplicated during save the level.

UE - Gameplay - Components - Dec 6, 2019

IsEditorOnly is not reflected in grandchild actor when parent/child/grandchild are constructed with ChildActorComponent. This causes the issue that actor will increase incorrect when save the level. ...

Unwanted black boundaries are displayed in a vertical split-screen with 3 players.

UE - Gameplay - Dec 2, 2019

Floating point error from UGameViewportClient::SplitscreenInfo causes this issue. FMath::TruncToInt( 3240 /*ViewportSize*/ * 0.333f/*Ratio in SplitScreenInfo*/ ) = 1079 I suggested a following t ...

Don't display events in blueprint function with profile stats.

UE - Foundation - Core - UObject - Nov 28, 2019

When look at stats in Unreal Frontend, can see the events that run in the function. It work in 4.21, but it doesn't work in 4.22. ...

SynthComponent does not execute OnStop() after calling Stop()

UE - Audio - Nov 26, 2019

SynthComponent does not execute OnStop() after calling Stop(). OnStop() will be called in PumpPendingMessages() via OnGeneratePCMAudio(). But after stopping the AudioComponent, the procedural Sound ...

Opening a new sequence can have SavePreAnimatedState and RestorePreAnimatedState called out of order

UE - Anim - Sequencer - Nov 21, 2019

When switching to a sequence where the current time is not in the target view range the PreAnimatedState of the new sequence will be saved before restoring the PreAnimatedState of the old sequence.  ...

Event not saved correctly when duplicating Level Sequence

UE - Anim - Sequencer - Nov 21, 2019

This issue is similar to [Link Removed]. But I tested the shelve 10164190 mentioned in the comments. It didn't work. ...