Add option to instance the subsequences from the master sequence

UE - Anim - Sequencer - Mar 24, 2017

https://udn.unrealengine.com/questions/353493/creating-subsequence-from-the-master-sequence-sett.html Add option to instance the subsequences from the master sequence. For example, if you want to c ...

Crash upon launching packaged game with nativized blueprints that include Add Child Actor Component node with a class already set

UE - Gameplay - Blueprint - Jun 14, 2017

When using the Add Child Actor Component node with a class set on the node with Blueprint Nativization enabled, the packaged game crashes upon launch. A workaround for this is to leave the class bla ...

Package fails to load due to EditorOnly data when launched onto Mac or Windows

UE - Foundation - Core - Jun 28, 2017

LogPlayLevel: QAGame: [2017.06.28-14.09.14:706][ 0]LogLinker:Warning: Unable to load package (../../../QAGame/Content/UMG/UMG_Sprite.uasset). Package contains EditorOnly data which is not supported b ...

Code based FPostProcessSettings variables are not displayed properly in the editor

Tools - Sep 6, 2017

When a variable of FPostProcessSettings is created, the variable itself is missing in editor with the actual post process settings fully expanded instead. Additionally, the fully expanded settings ...

NaN is handled differently when clamped on Windows and Android/iOS

UE - Platform - Mobile - Oct 18, 2017

NaN (Not a Number) is handled different when clamped on Windows and Android/iOS. If you clamp a NaN (Acheived by -3 ^ 0.2 in the reproduction project) from 0.0 to 1.0 and then print the result, you' ...

Flat Tessellation broken on DX12 renderer

UE - Graphics Features - Feb 13, 2018

Behavior reproduced in 4.17.2 CL 3658906, 4.18.3 CL 3832480 and 4.19.P4 CL 3873914 To run the engine with DX12 I made a shortcut of the UE4Editor.exe found at D:\Epic Games\UE_4.18\Engine\Binaries\ ...

Auto Compute LOD Distance doesn't properly change screen sizes

UE - Graphics Features - Jun 12, 2018

Auto Compute LOD Distance doesn't properly change screen sizes. The screen size for each LOD will be exactly the same regardless of the mesh you use with generated LODs. Working as expected in 4.19 ...

When "Support Material Layers" is Enabled Material Instance Parameter Values Reset to Default Value When Override is Unchecked

UE - Graphics Features - Jul 14, 2018

If "Support Material Layers" is enabled, every time you uncheck an overridden parameter box in a material instance the value of that parameter will reset to its parent's default value instead of sta ...

r.SupportPointLightWholeSceneShadows Set to False Causes Crash When Trying to Place a PointLight

UE - Graphics Features - Jul 25, 2018

If you disable Support PointLightWholeSceneShadows and try to place a point light in a level the editor will crash.  Current work around is put shadows to low from engine scalability settings. Wor ...

Using a Sub Anim Instance causes a "Sub Instance Loop" Compile Error

OLD - Anim - Aug 7, 2018

Using a Sub Anim Instance causes a sub instance loop error when referencing another Animation Blueprint. This is a regression from 4.19.2 (CL-4033788) as it complied without error. This issue was r ...