Bone namespaces aren't properly handled by FillRecursivelySkeletonCompareData

UE - Editor - Content Pipeline - Import and Export - Aug 7, 2019

Incorrect warnings can be given when re-importing Skeletal meshes as FillRecursivelySkeletonCompareData does not use FFbxImporter::MakeName. ...

FSkeletalMeshMerge::MergeSkeleton calls BuildSockets before RefSkeleton is assigned

UE - Anim - Runtime - Aug 9, 2019

Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...

Crash occur when using AddSpawnableFromClass with BlueprintGeneratedClass specified

UE - Anim - Sequencer - Aug 13, 2019

BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...

Scrollbox under multiple retainerboxes doesn’t scroll correctly with PIE

UE - Editor - UI Systems - Aug 14, 2019

When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...

Animation poses can be "cached" by reroute nodes as an output in

UE - Anim - Runtime - Aug 16, 2019

by design, animation pose output pins can only connect to a single pose input pin. However, you can circumvent this behavior by dragging off the initial pose node output pin into an empty spot on th ...

CallStack is not output at crash in Android project

UE - Platform - Mobile - Aug 19, 2019

In an Android project that intentionally crashes from C ++, the call stack is not output at the time of the crash. Perhaps the function that outputs StackTrace in DefaultCrashHandler of AndroidMisc ...

MaxDrawDistance does not work with HLOD

UE - Graphics Features - Aug 19, 2019

1. Create HLOD. 2. Set DesiredMaxDrawDistance. 3. DistanceCulling does not work. ...

ApplyAnimationCurvesToComponent doesn't propagate everything to slaves

UE - Anim - Rigging - Aug 20, 2019

In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...

Foward Instanced Stereo Rendering draws decals differently between eyes in VR

UE - Platform - XR - Aug 22, 2019

When using the Desktop Forward Renderer and Instanced Stereo Rendering, draws static meshes with decal materials applied differently between eyes in VR. Tested on Oculus, probably not specific to O ...

Blend Graph can trigger ensure Bone.IsRotationNormalized()

OLD - Anim - Aug 23, 2019

Using a custom Blend Graph can trigger the ensure Bone.IsRotationNormalized() when source pose is connected to output. ...