If setting isActive of Camera's Spawn Track to false and binding the camera to Camera Cut Track, the player camera moves to an incorrect position after the sequencer finishes playing.

UE - Anim - Sequencer - Jun 16, 2020

If the binding itself registered in the camera cut is incorrect, the position of the camera after the sequencer ends becomes fraudulent. ...

Linked animation graph doesn't trigger anim notifications on dedicated server.

OLD - Anim - Jun 15, 2020

Linked animation graph doesn't trigger anim notifications on dedicated server. There is no expected message in log: LogBlueprintUserMessages: [HitReact_AnimBP_C_0] Client 0: HitNotify IsServer: tru ...

Modifying an asset while having added a FBlacklistPaths filter hides the asset.

Tools - Jun 15, 2020

There seems to be an issue with BlacklistsPaths accidentally filtering out new or modified assets regardless if they are in the blacklisted path or not. ...

Crash playing in a Listen Server PIE session with an EQSTestingPawn in the world

UE - AI - Jun 11, 2020

REGRESSION Was not able to reproduce this in 4.24 Crash occurs when the user attempts to run a networking PIE session in a world containing an EQSTestingPawn actor. I was not able to reproduce thi ...

Crash compiling Widget Blueprints that contain Dynamic Entry Boxes with their Entry Widget Class set to each other

UE - Editor - UI Systems - Jun 10, 2020

Currently the Dynamic Entry Box has no protection against recursion, leading to a stack overflow and a crash. This issue was reported and tested in 4.25 (CL-13144385). This was reproduced in 4.24.3 ...

STAT_AI_BehaviorTree_InstanceMemory is sometimes wildly inaccurate

UE - AI - Jun 10, 2020

From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...

Render target size mistmatch in ShaderDrawDebug

UE - Graphics Features - Jun 9, 2020

We found a d3d debug validation assert in RDG_EVENT_NAME("ShaderDrawDebug"), with the full DLSS integration. It however also reproduces in  (4.25.1-release, dev-rendering and the plugin branch with ...

Dragging off a pin in a Blueprint Function Library function does not give the user option to make a Local Variable

UE - Gameplay - Blueprint Editor - Jun 9, 2020

When in a function in a Blueprint Function Library, dragging off a pin will not give the user the option to promote it to a local variable. You only have the option to make a global variable (which ...

Moving actor to another level breaks soft object reference

UE - Gameplay - Jun 9, 2020

REGRESSION: In 4.24, there was a fixup process that would allow the soft reference to remain valid. This seems to be missing in 4.25 Moving an actor to another sublevel immediately breaks soft ref ...

MovieRender Pipeline Skips Output Frames during GC

UE - Anim - Sequencer - Jun 8, 2020

This is being seen in the wild... can release a temporary fix until 4.26 when we can change the headers and fix it for real. ...