ILC/VLM doesn't affect Static Staticmesh at all on Mobile

UE - Platform - Mobile - Sep 23, 2019

In practice, developer wants some Static-Staticmesh actors don't build lightmaps to save iteration time as well as Memory and Package size; but still want lit by Indirect lightings ...

Anim with rate scale other than 1.0 will not loop correctly in Sequencer when using an Anim Blueprint

UE - Anim - Sequencer - Sep 13, 2019

Animations are looped incorrectly when using an animation blueprint and a rate scale other than 1.0 in Sequencer. ...

Landscape Tessellation Issues

UE - LD & Modeling - Terrain - Landscape - Sep 23, 2019

We are having a display issue with tiled landscapes displaying well below full tessellation in editor, but displaying fine in game. We can "fix" this issu by unchecking "Use Default Falloff" in deta ...

Landscape Layer Blend generates bad code for preview shader

UE - LD & Modeling - Terrain - Landscape - Sep 23, 2019

It breaks only when compiling the preview shader. Adding a preview weight to the Layer0 on the Layer Blend node fixes the problem. The source of the bug is in UMaterialExpressionLandscapeLayerBlend ...

Divide by zero in beam update can cause editor to crash in Cascade

UE - Niagara - Sep 23, 2019

The licensee has traced the issue back to a divide by zero in  UParticleModuleTypeDataBeam2::Update. If the Target and Source are the same then the beams magnitude will be zero. When there is a Nois ...

Camera Fade does not work when HDR is enabled

UE - Graphics Features - Sep 24, 2019

This issue only occurs when HDR is enabled. If it is not HDR, Camera Fade will work. The setting of the sample project is switched by Level Blueprint.[Image Removed] ...

ClearMotionVector does not clear cloth motion blur velocity

UE - Graphics Features - Sep 24, 2019

ClearMotionVector does not clear cloth velocity that causes temporal AA or motion blur. ...

Chaos No Editor Development Build Errors

UE - Simulation - Physics - Sep 30, 2019

During run-time of a no editor development build using chaos, errors with GeometryCollectionDrawComponent are logged and Geometry Collections remain floating in the air, not fracturing as expected. ...

Sequencer crashes when scrubbing characters with sub-anim instances and montage slots

OLD - Anim - Oct 2, 2019

I saw a following assertion. Assertion failed: (AdditivePoses.Num() > 0) || (NonAdditivePoses.Num() > 0) [Link Removed] [Line: 1381] This is my quick fix// code placeholder void FAnimInstance ...

LightMap is created exceeding [Packed Light and Shadow Map Texutre Size]

UE - Graphics Features - Lumen - Oct 3, 2019

When LightBuild is performed with CornTestBox.umap of EngineTest, 4096 light maps are generated even though [Packed Light and Shadow Map Texutre Size] is 1024. The reason is that the asset's LightMa ...