ClothConfigNV is reset when reloading assets that had been saved with 4.24

UE - Simulation - Physics - Character - Jul 21, 2020

The new config object is created with the same serialization name as the legacy one "ClothConfigNV", causing the legacy data to be reset prior to migration. Replacing In UClothingAssetCommon::AddCl ...

Duplicating event section will break binding after editor re-open

UE - Anim - Sequencer - Jul 20, 2020

Duplicating an event trigger or repeater section will break the binding when restarting the editor. ...

Replication issue with actors not being attached to sockets

UE - Networking - Jul 20, 2020

If the client received AttachSocketName before AttachParent, USceneComponent::AttachToComponent will be called while AttachParent may be null, resulting in the received socket name being lost. When ...

Ensure when restoring pre-animated state on Skeletal Mesh with Linked Anim Graph

UE - Anim - Sequencer - Jul 20, 2020

Download and launch attached projectPIEPress the "E" key to play the sequenceWait until sequence finishes RESULT Ensure in FAnimInstanceProxy::GetSkeleton as a result of restore state calling Unbind ...

Memory leak in Test build when moving ISM with UpdateInstanceTransform

UE - Graphics Features - Jul 20, 2020

This leak occurs in Test builds, but not in Development builds. Updating InstancedStaticMesh with UpdateInstancedTransform every frame causes a memory leak. This screenshot was taken using Mempr ...

A Blueprint containing an array Swap node will fail to be nativized.

UE - Gameplay - Blueprint - Jul 17, 2020

Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...

ChaosDestructionDemo packages cannot be created in 4.25.1

UE - Simulation - Physics - Jul 17, 2020

Keying rotation with quaternion interpolation can give unexpected results

UE - Anim - Sequencer - Jul 16, 2020

Adding keys when quaternion interpolation is enabled can lead to unexpected results.  ...

Flickering artifacts are rendered when using Sky Atmosphere Component with Vulkan

UE - Rendering Architecture - RHI - Jul 16, 2020

Rendering the SkyAtmopshere component using Vulkan with and without Vulkan (SM5) enabled causes artifacts to appear on screen on Windows and Linux.  This was reported and tested in 4.25.1 (CL-135 ...

Landscape normal behaves differently on CPU vs GPU

UE - LD & Modeling - Terrain - Landscape - Jul 16, 2020

One of our licensees encountered this issue. Landscape normal is calculated differently on GPU vs CPU. See screenshot below: left is GPU (with Edit Layers enabled) and CPU (Layers disabled) [Image ...