Crash when attempting to deform a landscape when Paint Layer has not been used - Assertion failed: !TargetProxy->HasLayersContent() || !InCanUseEditingWeightmap || EditingLayerGUID.IsValid() [LandscapeEdit.cpp Line: 5252]

UE - LD & Modeling - Terrain - Landscape - Sep 9, 2020

The editor crashes when attempting to draw a weight blended texture to the landscape if it hasnt been used on that landscape yet. This crash can be completely avoided if the stone texture is painted ...

Nativizing a blueprint interface using TMap/TSet causes Fatal error in UHT

UE - Gameplay - Blueprint Compiler - Sep 9, 2020

FPropertyBase constructor does not handle a TMap/TSet property. Following workaround can avoid this error. explicit FPropertyBase(FProperty* Property) : PropertyExportFlags(PROPEXPORT_Public) ...

Crash editing Transition Logic after deleting State and Transition in State Machine

UE - Anim - Runtime - Anim Blueprints - Sep 8, 2020

Attempting to click on a node in a Transition Logic that has been opened in a new tab will cause a crash when the correlating State node and it's transition have been deleted from the State Machine. ...

Volumetric Translucent Shadow not showing in game mode

UE - Graphics Features - Sep 8, 2020

Volumetric Translucent Shadow not showing in game mode for versions 4.23-4.25.  Reported and tested in versions 4.25.3(CL 13942748), 4.24.3(CL 11590370), 4.23.1(CL 9631420), 4.22.3(CL 7053642). Wor ...

Cloth painter hangs while pressing H to preview the masks

UE - Simulation - Physics - Character - Sep 8, 2020

The DerivedDataCache for the whole SkeletalMesh doesn't need to be rebuilt while previewing the mask painting, since it will be rebuilt when exiting the painter anyway.  ...

Standalone network profiler UI is cut off and unuseable at default DPI scale

UE - Networking - Sep 4, 2020

The network profiler C# exectuable that shipped in 4.25 is not fully useable on either my development machine or my home machine, because part of the UI is cut off below the window no matter how I r ...

Shader Complexity not working correctly on Deferred Decals

UE - Graphics Features - Sep 3, 2020

If you place a deferred decal in the world and then set the view mode of the viewport to "Shader Complexity", the decal doesn't affect the complexity value. ...

Specular reflections break when using Forward Shading

UE - Graphics Features - Sep 3, 2020

Forward Shading under 4.25.3 seems to break something in the Hair shading model. Default Lit seems to behave normally. Reported and tested in 4.25.3(CL 13942748). ...

Default changes to Gameplay Tag Queries aren't propagated to instances

UE - Gameplay - Blueprint - Sep 3, 2020

Gameplay Tag Query default properties don't automatically update in instances.  ...

RVT sample texture param ignores groups.

UE - Graphics Features - Sep 3, 2020

RVT texture sample params ignore groups and ignore existing groups. ...