Launching Android project to device results in Assertion Failed: AsyncLoading.cpp, Line 3710

UE - Platform - Mobile - Aug 31, 2020

After updating to 4.25.1 from 4.25 Packaged Android game crashes constantly with objects added to the map 4.25 Packaged game did not crash (editor did a lot but glad thats fixed in 4.25.1) Empty map ...

Lighting channels on static mesh doesn't change correctly at runtime

UE - Graphics Features - Aug 28, 2020

If call SetLightingChannels in blueprint to set a static mesh's lighting channels at runtime, the mesh in the viewport seems can't update to the new lighting channel setting.  A weird thing is, if ...

Disconnecting root node in behavior tree editor has no effect

UE - AI - BehaviorTree - Aug 27, 2020

I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...

Private and Protected functions do not display in the context menu in child BPs

UE - Gameplay - Blueprint Editor - Aug 27, 2020

This was introduce by changes to UEdGraphSchema_K2::CanFunctionBeUsedInGraph in CL 9230757 for [Link Removed]. ...

Landscape Spline collision displays incorrectly

UE - LD & Modeling - Terrain - Landscape - Aug 27, 2020

Landscape splines are displaying their collision incorrectly. The collision is projected off the spline however this issue is purely visual. The collision itself still works as expected. This was t ...

Dummy type required to parse delegates from a header

UE - Foundation - Cpp Tools - UnrealHeaderTool - Aug 27, 2020

Delegate types aren't parsed unless the header file comes with a UCLASS/USTRUCT/UENUM ...

Get Playback Range from sequencer scripting gives tick rate frame numbers instead of display rate

UE - Anim - Sequencer - Aug 26, 2020

Sequencer scripting will return the tick rate frame number for Get Playback Range instead of the display rate frame number. This differs from similar functions, and will result in unexpected results ...

Memory leaks at changing lighting scenarios

UE - Rendering Architecture - RHI - Aug 26, 2020

The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...

Translucent particles can no longer be selected when translucent selection is on

UE - Niagara - Aug 25, 2020

Translucent selection does not work on Niagara particles. This was working in 4.24. ...

Preview Scene - Lighting Rig Rotation rotates Environment Map and Directional Light in opposite directions

UE - Graphics Features - Aug 25, 2020

When previewing an object, manually changing the rotation using the Lighting Rig Rotation rotates Environment Map and Directional Light in opposite directions. This bug makes it difficult to do look ...