Vertex Painting - Unexpected behaviour when painting Skeletal Mesh with Low Radius Brush

Tools - Oct 21, 2019

Unexpected behaviour when painting skeletal meshes with small radius brush. This does not occur with static meshes. Confirmed in 4.25 MAIN @ CL 9730599 ...

StaticMeshActor loses root component scale if placed with Surface Snapping enabled in Editor Viewport

Tools - Oct 21, 2019

If you make a Blueprint child of StaticMeshActor, and set the default scale of the Root Component (Static Mesh Component) to something other than 1,1,1, the scale will not be applied when the actor ...

FaceARSample doesn't recognize faces on iOS

UE - Platform - XR - Oct 18, 2019

When running the FaceARSample app on an iOS device, the app gets stuck on "Searching for a face to track" despite having a face in front of it. I tried it with and without my glasses on as well as w ...

Scrubbing an Animation with Process Root Motion does not apply root motion

UE - Anim - Gameplay - Oct 18, 2019

When EnabledRootMotion and Process Root Motion are both enabled for an animation with root motion, scrubbing an animation does not match the result of playing the animation. The playing animation al ...

Shared Transitions are not usable by separate state machines within the same ABP

UE - Anim - Runtime - Anim Blueprints - Oct 18, 2019

Shared transition rules/crossfades are not usable by other state machines within the same ABP. Copy/Pasting these transitions to a new machine, create new independent shared transitions of the same ...

Single Channels From a Curve Atlas Node Does Not Remap to New Values

UE - Graphics Features - Oct 18, 2019

Single Channels from a Curve Atals Node Does Not Remap to New Values. Working as expected in 4.22 CL# 7053642 Found in 4.23 CL# 8386587, 4.24 CL# 9630693, 4.25 CL# 9615021 This is a regression. ...

Foliage Actors Orphaned on Blueprint Compile

UE - World Creation - Worldbuilding Tools - Foliage - Oct 18, 2019

Recompiling a foliage painted actor bp will orphan already painted actors. ...

AActor doesn't consider latent actions when using "auto destroy when finished" functionality.

UE - Gameplay - Oct 18, 2019

Actors should check if they have any pending latent actions before automatically destroying themselves.   ...

Enum with "MAX" element at other than the last element removes user defined last element

UE - Foundation - Core - Oct 18, 2019

FNativeClassHeaderGenerator::ExportEnum produces this behavior. If an enum has “MAX” somewhere in the array, it removes last element. I tested my code to fix the issue.// code placeholder bool UE ...

Ensure condition failed when destroying a Level Sequence Actor on tick

UE - Anim - Sequencer - Oct 18, 2019

In Tick processing of LevelSequencActors of World Tick, If you destroy an actor with an actor's ticks, delete it immediately from the LevelSequencActor array. I think that the problem occurred becau ...