[Landscape] Multiple Level Instances with Landscape causes duplicate GUID issues.

UE - LD & Modeling - Terrain - Landscape - Jun 18, 2020

Loading the same level twice through Load Level Instance BP Node will cause issues with levels containing Landscape as they will end up with the same GUID and the underlying systems do not support t ...

For Level Sequence with multiple Shot and Transform Tracks, the Restore State of a Level Sequence Actor may not work due to the When Finished setting of the Transform Track.

UE - Anim - Sequencer - Jun 19, 2020

LevelSequenceActor's Restore State is enabled, but the character does not return to the position it was in before the level sequence was played.  The LevelSequence of the attached project has two S ...

When changing the size of detail panel for animation state in Animation Blueprint diff tool, GetSelectedProfileName will occur crash

OLD - Anim - Jun 24, 2020

When trying to display BlendProfile property in Animation Blueprint diff tool, it will occur crash, because EditableSkeleton is null in SBlendProfilePicker::GetSelectedProfileName(). So, a followin ...

Animation Curve name changes when retargeting Skeleton

UE - Anim - Rigging - Jun 25, 2020

The name of Animation Curve may change when retargeting an asset that depends on AnimSequence asset to Skeleton with different order of Animation Curve. ...

Custom Time Dilation has no effect on Player Camera Manager

UE - Anim - Sequencer - Jun 10, 2020

It seems like setting Custom Time Dilation on the Player Camera Manager does not affect the amount of time it takes to blend between cameras with Set View Target With Blend. ...

Switching AnimLayer to child AnimBP doesn't trigger inertial blending

OLD - Anim - Jun 19, 2020

At compile time, BlendOptions array which contains BlendTime setting are created. These are copied from its own interfaces, not the parent's. The blending works fine if the parent's interface is als ...

Second controller input doesn't work in fullscreen mode on PIE.

UE - Editor - UI Systems - Jun 29, 2020

When two controllers connected, player2 input is disabled in full screen mode in PIE. This doesn't appear to be in focus. If seeing the any focusing widget, player1 focused on SViewport, but player ...

FUniqueNetIdRepl::NetSerialize() crashes when embedded in a TArray() of structs.

UE - Networking - Jun 29, 2020

Calling the NetSerialize() function of FUniqueNetIdRepl from a custom NetSerialize() causes a crash. This only seems to occur when the struct is part of an array RPC parameter. ...

VFInitRotation(Cascade) always provides the same rotation

UE - Niagara - Jun 30, 2020

This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...