DX12 crash when fullscreen app looses focus.

UE - Rendering Architecture - RHI - Dec 19, 2019

Duplicating a Possessable Track in Sequencer should duplicate the bound actor and bind the duplicate track to it

UE - Anim - Sequencer - Dec 19, 2019

Duplicating a possessable object binding in Sequencer causes a new sub track added to the existing possessable with a missing binding. It's unclear what the behavior should be here, as duplicating a ...

Automotive Photo Studio Template project renders custom render passes incorrectly

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 19, 2019

Renders with a custom render pass from the level in the Automotive Photo Studio Template are incorrect. They appear to be affected by auto exposure.  ...

USpringArmComponent::UpdateDesiredArmLocation does not update overlaps

UE - Simulation - Physics - Dec 20, 2019

Objects attached to a spring arm component, moved by changes to the target length/rotation, do not have their overlaps updated. USpringArmComponent::UpdateDesiredArmLocation calls USceneComponent ...

Reading curves from an FBX incorrect with FFbxCurvesAPI

UE - Anim - Sequencer - Dec 20, 2019

A licensee has brought up some inaccuracies in the reading of curve data from FBX files: #1, Remove calls to SetKeyInterpMode, SetKeyTangentMode, SetKeyTangentWeightMode, and change them to NewKey. ...

3D Text - Translucent materials not rendered

UE - Virtual Production - Dec 29, 2019

Translucent materials are not compatible with 3D Text. ...

"Scene Capture Component 2D" Causes Big Performance Dip In VR

UE - Platform - XR - Dec 31, 2019

When a "Scene Capture Component 2D" is in a scene it causes a big performance dip in VR. It was ~45 fps from a ~90 fps with the "Scene Capture Component 2D". This doesn't occur if you are running th ...

To activate cascade particle first time on sequencer is not work in a specific way.

UE - Anim - Sequencer - Jan 6, 2020

The bIsActive flag on ParticleComponent is stored in a sequencer asset. If it's true, PartilceSystemComponent::ActivateSystem is skipped at FParticleTrackExecutionToken::Execute. In workaround, Set ...

Axis changes when performing FBX import / export with "Force Front X Axis" enabled

UE - Editor - Content Pipeline - Import and Export - Jan 6, 2020

1. Import the attached test.FBX with "Force Front X Axis" enabled. 2. Export the imported skeletal mesh with "Force Front X Axis" enabled. (Test_export.FBX) 3. The axis does not match in test.FBX an ...

Clothing Data paint doesn't effect visible mesh

UE - Simulation - Physics - Jan 7, 2020

Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...