Blueprint Properties retain meta data through a type change

UE - Gameplay - Blueprint Editor - Jul 13, 2020

Instead of clearing the metadata we should enable editing the metadata for vectors since the details panel supports it already.  ...

Crash in D3DX12Residency::Internal::RemoveEntryList when travelling level

UE - Rendering Architecture - RHI - Jul 13, 2020

The engine may touch freed memory at D3DX12Residency::Internal::RemoveEntryList. The memory release operation that is causing the problem is in FD3D12DynamicHeapAllocator::AllocUploadResource(). If ...

Allow ClothBlendWeight in sequencer

UE - Simulation - Physics - Character - Jul 13, 2020

Cloth sim can't currently be blended on/off in sequencer. ...

Crash when copy and paste actor track what is spawnable and has event track.

UE - Anim - Sequencer - Jul 13, 2020

This issue is regression. It crash only 4.25, and it dosen't crash in 4.24. Copy and past a specific track (spawnable, actor with event track, set endpoint) causes a crash in the editor.  ...

inherited gameplay tags no longer work

UE - Gameplay - Jul 3, 2020

Added and Removed tags are cleared in inherited gameplay tag containers. This came from the following UDN: https://udn.unrealengine.com/questions/587982/ue-master-tags-in-finheritedtagcontainer-do-n ...

Background Geometry has thin holes when r.SeparateTranslucencyScreenPercentage is 50

UE - Rendering Architecture - RHI - Jul 2, 2020

Edge artifacts appear when r.SeparateTranslucencyScreenPercentage=50. ...

mobile scenedepth issues on 4.25 with ES 3.1 Preview

UE - Platform - Mobile - Jul 1, 2020

We have a problem with the SceneDepth related features on the mobile after migrated to 4.25.1 from 4.23SceneDepth node output issue in translucent materialsDepthFade node output issue in translucent ...

FUniqueNetIdRepl::NetSerialize() crashes when embedded in a TArray() of structs.

UE - Networking - Jun 29, 2020

Calling the NetSerialize() function of FUniqueNetIdRepl from a custom NetSerialize() causes a crash. This only seems to occur when the struct is part of an array RPC parameter. ...

Asset Registry GetDerivedClassNames does not work properly during editor startup

UE - Foundation - Core - Jun 25, 2020

This bug comes from https://udn.unrealengine.com/questions/585499/view.html which describes a problem where a licensee is trying to use the AssetManager to scan a primary asset type that is generate ...

Native Component bound events do not throw an error when they are removed from a component

UE - Gameplay - Blueprint Compiler - Jun 25, 2020

This is related to the previous issue where if you deleted a component than there would be no errors ([Link Removed]), but instead of the component itself being deleted, the delegate has.  The er ...