Windowed fullscreen doesn't respect vsync settings

UE - Rendering Architecture - RHI - Oct 31, 2019

When running in windowed fullscreen mode in a standalone build r.vsync 0 is not respected and the game always runs at a locked 60fps. When the game doesn't have focus, for instance when you press Wi ...

Unable to undo editing enum description

UE - Gameplay - Oct 30, 2019

The user is unable to undo the editing of the enum description. The output log and undo history would confirm that the undo was carried out, however it did not do anything in reality. Resetting the ...

FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output TCHAR parameter

UE - Foundation - Core - Oct 30, 2019

FMatrix::ErrorEnsure(const TCHAR* Message) doesn't output the message passed to it.  Found in 4.23 CL#9631420 Reproduced in 4.22.3 CL#7053642, 4.24.0 CL#9892386, 4.25 Main CL#9892271 ...

Vehicles with at least one kinematic collision do not function anymore

UE - Simulation - Physics - Oct 30, 2019

Using at least one source of kinematic collision on a vehicle causes animations or movement to not function any longer. This issue persists on child bones and collisions as well. Users are unable to ...

Comments in PO files are transient

UE - Editor - UI Systems - Localization - Oct 30, 2019

Comments in PO files can currently be preserved, however they're not actually imported into our archive files, which means they're reliant on the PO files never being lost (or being generated via so ...

IsDrive node returns unexpected bool

UE - Foundation - Core - Oct 30, 2019

InputOutputEmptytrueC:/falseC:trueK: (not a drive or volume on my pc)trueDATA (name of my D drive)false Confirmed in MAIN @ CL 9888595 ...

Importing EDLs into Sequencer with the same shot more than once will stack them on top of each other.

UE - Anim - Sequencer - Oct 30, 2019

Importing EDLs that reference the same shot more than once will not work correctly.  ...

BeginPlay not called for Post-Process Anim Instance

OLD - Anim - Oct 29, 2019

Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...

Crash on applying animation modifier for some assets

OLD - Anim - Oct 29, 2019

When removing curves on some assets, a crash can occur. This seems to be due to const FSmartNameMapping* CurveMapping being null and dereferenced within UAnimationBlueprintLibrary::RetrieveContainer ...

Opening blueprint macro library opens an unrecognized tab of compiler results

UE - Gameplay - Blueprint Editor - Oct 29, 2019

When a blueprint macro library is opened, an unrecognized tab of compiler results would open with it. Below is the warning message: LogTabManager: Warning: Cannot spawn tab because no spawner is r ...