Post Process Material: different color behavior in Sequencer Render vs Movie Render Queue

Tools - Sequencer - May 21, 2020

During lookdev, I use a post process material to bring reference images into the engine to compare against my work.  The goal is for the reference image to not be touched by any of the Unreal color ...

Instance components duplicated via the in world component editor are destroyed on level reload

Gameplay - Components - May 21, 2020

Instance components aren't flagged correctly and are removed on load as a result. ...

TopDownCharacter has a typo in the blueprint comments

Docs - Samples - May 21, 2020

The TopDownCharacter blueprint in the Top Down template has a comment with a typo: "Reset HMD orientatino and position" ...

Remove reference to editor assets in cooked build from landscape visibility layer

Tools - Landscape - May 21, 2020

As soon as the visibility tool is used, we're adding references to the  "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...

VT Lightmaps render different results and no shadows

Rendering - May 21, 2020

VT Lighmaps don't have the same results as the regular lightmap counterpart and don;t render shadows. https://udn.unrealengine.com/questions/578318/lightmaps-different-after-switching-to-virtual- ...

LogAudioMixer warning results in a decrease of performance

Audio - May 21, 2020

Unable to reproduce. User believes it is directly related to the speaker they are using when it goes into standby mode. If they unplug the speaker, everything runs okay.  After receiving the warning ...

Enabling "Edit Layers" results in a loss of precision when importing an heightmap

Tools - Landscape - May 20, 2020

Importing an heightmap while having Edit Layers enabled results in a loss of precision: [Image Removed] ...

Screen space reflections are flickering when using no Anti Aliasing

Rendering - May 20, 2020

This is a regression from 4.24.3 (CL-11590370). SSR begins to flickers when AA is disabled when moving around the scene. This was reported and tested in 4.25 (CL-13144385) and reproduced in Main 4. ...

Slate-based Program targets assert on start up

Tools - Slate - May 20, 2020

13431468 (which originated from FN) has caused Program-type targets to assert when starting. This has been observed with both UnrealInsights and UnrealFrontend. check(PrimaryDockArea.IsValid()) ...