Fix primitive uniform buffer validation.

UE - Rendering Architecture - RHI - Jul 31, 2020

GPUScene primitive validation is currently busted and asserts. It looks like there are two problems: 1) NaN's in the entries can cause comparison issues, so a MemCmp would be better. 2) There's a ...

ChildAnimBP with different skeleton than parent does not show child skeletons anims in AnimGraphOverrides

UE - Anim - Runtime - Anim Blueprints - Jul 31, 2020

Create a Parent AnimBP, add any animation to it. Then create a childAnimBP from Parent. In ChildAnimBP, go to TargetSkeleton (from class settings) to change a different skeleton. Then go to the Anim ...

Live Link Face does NOT launch Take Recorder automatically if press red Record button

UE - Virtual Production - IO - LiveLink - Jul 31, 2020

As you can see below, users expect to launch Take Recorder from the Live Link Face app, but it doesn't actually work.When you're ready to record a performance, tap the red Record button in the Liv ...

Changing blueprint default values inside arrays only updates loaded child blueprints

UE - CoreTech - Jul 30, 2020

The rules for delta serialization in UE4 are complicated, and the editor tries to hide them from you, which works 90% of the time but can lead to confusion and data loss in other situations. In the ...

AutoLOD changes the static meshes LOD at different distances in VR Packages and Previews than in Editor

UE - Platform - XR - Jul 30, 2020

Packaged VR Projects and VR Previews change the LOD at a closer distance than in editor. ...

Launching a specific UDN Project with Vulkan Support enabled crashes launching on Quest

UE - Platform - XR - Jul 30, 2020

When attempting to run the attached Project submitted from UDN, it will crash on launch. If Vulkan support is disabled, the Project will run as expected on Quest. This issue DOES NOT appear to repro ...

fbx level exporter have a hard coded show dialog options.

UE - Editor - Content Pipeline - Import and Export - Jul 30, 2020

Number containers do not correctly parse equations

Tools - Jul 30, 2020

In C++, arithmetic operators * and / have the same priority and therefore should be resolved left to right. In this case, * is being resolved first and / second. 1/128*128 and (1/128)*128 should p ...

Output warning log message for loading source texture of paper2D in Editor.

UE - Gameplay - Paper2D - Jul 30, 2020

Outputs a warning log for loading source texture when Papaer2D is loaded in Editor.  This may be due to a conflict post load of Paper2D and load source texture.  The warning log is output only in  ...

FBX exporting from Sequencer is inconsistent when both an object and one of its components have a transform track

UE - Anim - Sequencer - Jul 30, 2020

When both an object and one of its components have transform tracks, exporting to an FBX will have inconsistent results.  ...