Re-importing a static mesh with a fbx file containing collision, reset the editor made collisions

UE - Editor - Content Pipeline - Import and Export - Dec 9, 2019

We need to add a flag to let the importer know ifa collision was generate by the importer or by the editor so the editor collision can be restored properly ...

BP nativization emits incorrect C++ code for noexport-typed struct field access in some cases.

UE - Gameplay - Blueprint - Dec 18, 2019

In BlueprintCompilerCppBackendUtils.cpp: #define MAP_BASE_STRUCTURE_ACCESS(x) \ BaseStructureAccessorsMap.Add(x, TEXT("#x")) Needs to be changed to: #define MAP_BASE_STRUCTURE_ACCESS(x) \ ...

Replay scrubbing causing issues with placed actors with negative scales

UE - Networking - Dec 19, 2019

A replicated actor placed in a map with a negative scale value becomes inverted when scrubbing a replay. ...

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 ...

Replay playback can become paused indefinitely after scrubbing with high time dilation

UE - Networking - Feb 19, 2020

When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...

Bug - Animations and Keep State Fail when scrubbing backward.

UE - Anim - Sequencer - Jan 30, 2020

If you scrub past an animation with keep state, and scrub into an animation with defaults everything is fine. When you scrub back to the animation with keep state, the animation breaks, until there ...

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 ...