Cracks in polygons in BSP Optimize

UE - LD & Modeling - Modeling Tools - BSP - Jul 1, 2021

This problem also occurs when the Create Convex Polygons checkbox is checked in the Pen tool. ...

Using both initial map and cooked maps setting via project launcher ignores initial map

UE - Foundation - Cpp Tools - Automation Tool - Jun 30, 2021

The following workaround will allow UAT to pass the correct initial map to the application. RunProjectCommand.Automation.csprivatestatic void SetupClientParams(List<DeploymentContext> DeployConte ...

BuiltData is saved alongside it's map, even if lighting hasn't changed

Tools - Jun 25, 2021

Saving a map will always resave the map's BuiltData, even if the BuiltData hasn't been marked dirty. Changes were made to avoid marking it dirty for [Link Removed], but the call to SaveWorld in FEdi ...

Project Settings for Take Recorder's Animation Recorder do not persist after editor restart

UE - Anim - Sequencer - Jun 25, 2021

Animation Recorder settings do not persist after editor restart. Can be worked around by setting the values in the EditorSettings.ini file under: [/Script/TakeTrackRecorders.MovieSceneAnimatio ...

Movable point light disappeared by MinScreenRadiusForLights and appeared back looks deemed.

UE - Platform - Mobile - Jun 25, 2021

The movable point light is abnormally lit when it disappeared by the setting of r.MinScreenRadiusForLights rather than "Max draw distance" and appears back. After you disable and enable the "Affect ...

Deleting transform track can fail to restore state

UE - Anim - Sequencer - Jun 24, 2021

Deleting the transform track for an actor that does not have a transform track by default can fail to restore state if there are no keys.  ...

Deactivating a shot section from scripting does not affect evaluation

UE - Anim - Sequencer - Jun 23, 2021

Disabling a shot from scripting will not affect evaluation of the sequence.  ...

[Feature Request] Hardware video decoding on Windows DX12

Media Framework - Jun 22, 2021

Currently, all DX12 video decoders on Windows use software decoding. On the other hand, if the engine is running on DX11, developers can use this by enabling the "Hardware Decoding" option under "Ex ...

Crash when baking materials for some skeletal meshes (like those found in Epic's Car Configurator project)

Tools - Jun 22, 2021

FMeshMergeHelpers::RetrieveMesh crashes when trying to prep some skeletal meshes for material baking. ...

Override Game Mode in Media Render Queue does not work properly

UE - Anim - Sequencer - Jun 21, 2021

This problem behaves differently between Local and Remote Render when Game Mode is set in Override. ...