Can't assign LightMapCoordinateIndex on Static Mesh with generated LODs

Tools - Jan 10, 2020

Once a static mesh have generated LODS, the only lightmap index value the static mesh editor's UI accepts is 0. We should be able to set the index to any value between 0 and 3 as long as there are ...

[Feature Request] Allow include files to be added in custom nodes via separate entry

UE - Rendering Architecture - RHI - Jan 10, 2020

Suggested feature by a licensee and there have been a few use cases recently we've seen. [Link Removed] for vis ...

TMap property on AnimNode causes memory corruption

OLD - Anim - Jan 10, 2020

FastPath can't handle TMap (maybe any other container type too) in AnimGraph causes this crash. FastPath copies TMap property to the AnimNode member property directly like MemCopy. So two properties ...

AREnvProbe - App crash on iPad if automatic environment capture is enabled

UE - Platform - XR - Jan 9, 2020

This crash does not occur on iPhone devices. Tested on an iPhone X device. When switching environment capture to manual for iPad, the crash did not occur. ...

GameplayTagQuery default property changes not propagated to instances

UE - Gameplay - Blueprint - Jan 9, 2020

Expected: Changes to GameplayTagQuery properties in a blueprint should propagate to instances that haven't overriden the default value. ...

bUseDefaultCollision not enabled by default

UE - Simulation - Physics - Jan 9, 2020

Counter intuitively, static mesh components do not enable bUseDefaultCollision by default, and uses the "BlockAllDynamic" profile. AStaticMeshActors on the other hand, do enable bUseDefaultCollision ...

FBX Scene imports with an addition Scene Root in the Hierarchy

UE - Editor - Content Pipeline - Import and Export - Jan 9, 2020

There seems to be a second Scene root being created when importing an fbx scene. Something of note is that in the scene import dialogue we only see one "RootNode" listed. This has been found to occ ...