Raytraced reflections are aliased, but reflections of reflections are not

UE - Graphics Features - Lumen - Mar 3, 2020

Raytraced reflections contain aliasing, but the reflections of the aliased reflection do not. In the provided image, you will see plane C shows the reflection of the grid material with aliasing arti ...

Instanced EditInlineNew Objects not correctly propagating to children and placed level instances

UE - Gameplay - Mar 3, 2020

Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...

Add to fbx importer an option to force "reset to fbx" behavior when doing automation reimport

UE - Editor - Content Pipeline - Import and Export - Mar 3, 2020

We want to have the possibility to force the "reset to fbx" conflict material behavior to automated fbx reimport. Not sure yet where to put the optionvisible in the fbx reimport dialoga per project ...

Collision does not work in packaged game regardless of native settings

UE - Gameplay - Blueprint - Mar 3, 2020

Collision stops working for packaged games regardless of the nativize blueprint settings.  Duplicate; refer to [Link Removed] for original issue. Test Project: [Link Removed] ...

Deleting struct in Windows Explorer leaves dirty traces in BPs.

UE - Gameplay - Blueprint - Mar 3, 2020

UND: https://udn.unrealengine.com/questions/559972/invalid-map-in-blueprint-unable-to-be-deleted-urge.html If you delete a struct in Windows Explorer manually, then open a project/BP, it will ask t ...

Skeletalmesh editing can be slow when asset have a lot of morphtarget

UE - Editor - Mar 3, 2020

After investigation, the asset is not rebuild, what took time is the 2 following partThe serialization of the DDC where we have to initialize the morph targetsE:\P4\main\Engine\Source\Runtime\Engine ...

Skeletal mesh merging ignores clothing

UE - Simulation - Physics - Character - Mar 3, 2020

Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...

Particles are only activated when the camera moves back

UE - Niagara - Mar 3, 2020

UParticleSystemComponent :: CanConsiderInvisible () Particles determined to be invisible by MaxSecondsBeforeInactive seem to be activated only when the camera moves back. Is this correct behavior? ...

CollisionPreset of ComplexCollisionMesh is overrided by Drawing mesh settings

UE - Simulation - Physics - Mar 3, 2020

When setting ComplexCollisionMesh of StaticMesh asset, CollisionPreset that is actually applied becomes the setting on the drawing mesh side. It seems that ComplexCollisionMesh is not considered in ...

The SetEmitterEnable BP function needs implementation

UE - Niagara - Mar 2, 2020

The BP function calls FNiagaraSystemInstance::SetEmitterEnable, which sets ExecutionState on the emitter instance to ENiagaraExecutionState::Inactive. FNiagaraSystemSimulation::PrepareForSystemSimul ...