Delete Assets dialog returns non-valid assets for the list of assets that can replace the references

Tools - Jan 31, 2019

The Delete Assets window's list of assets that are available to replace the references to an asset that is being deleted returns additional assets that are not valid replacements. The provided pro ...

Audio tracks in sequencer are not silent when extended past their playback end

UE - Anim - Sequencer - Jan 31, 2019

Audio tracks can still make noise if their tracks are extended past the end of their playback. ...

Foliage LOD's Screen Size Can't be Set Higher Than 1.5

UE - World Creation - Worldbuilding Tools - Foliage - Jan 31, 2019

Foliage LOD's Screen Size Can't be Set Higher Than 1.5 Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4827620, 5.1 CL 20024840 ...

Meshes With Multiple Morphs / Blendshapes Import Incorrectly

OLD - Anim - Jan 31, 2019

MorphTargets/BlendShapes are read from the scene, not the morpher modifier. This also results in blendshapes names being equal to morph target object name (objects), rather then names from morpher m ...

Crash occurs in PIE when an Actor calls a method in a UObject that attempts to modify an FString member of the UObject

UE - Foundation - Core - Jan 31, 2019

The Editor will crash in PIE when an Actor calls a method in a UObject that modifies some FString members in the UObject. In the Attached project, the UObject class contains two FString members and ...

Packaged game crashes when enabling Pre-load Screen Movie Player

UE - Automation Test - Jan 31, 2019

Packaged game crashes when enabling Pre-load Screen Movie Player ...

Attachment of Instanced component does not work

UE - Gameplay - Jan 31, 2019

Component hierarchy information is lost when modifying an Instance of a Blueprint that Inherits from a C++ Pawn. Specifically, when this instance's hierarchy is modified via the World Outliner Edit ...

Spring Controller node rotation not working

OLD - Anim - Jan 31, 2019

The issue has been reported by one of our licensee. He proposed a patch to be applied in AnimNode_SpringBone.cpp 188,189c188,191 < FVector ParentToTarget = (TargetPos - ParentSpaceBase.GetLoca ...

Geometry cache does not update time correctly when rendered in separate process

UE - Anim - Sequencer - Jan 30, 2019

It looks like UGeometryCacheComponent::TickAtThisTime is not getting called during FGeometryCacheExecutionToken::Exectute, so the time is note correctly synced between the sequence and the geometry ...

Actors in hidden layers visible on map load

Tools - Jan 30, 2019

Actors added to a layer which is marked hidden/invisible will unhide when loading a map. Confirmed in Main @ CL 4845042 ...