Assert when adding geometry cache asset as a component to a blueprint actor

Tools - Import and Export - Mar 24, 2021

When adding an asset directly to a blueprint, it is not in the streaming components, so the assertion fails when setting the geometry cache. ...

Crash when using adaptive virtual texture

Rendering - Features Teams - Mar 24, 2021

A check() is being hit intermittently when using adaptive virtual texture. check(Entry.Magic == Handle.Magic) inside FVirtualTextureProducerCollection::GetProducer ...

Incorrect behavior when copy-paste repeatedly in the sequencer subscene track

Anim - Sequencer - Mar 24, 2021

This issue is different for the first and second behaviors, which seems confusing when working. ...

Skelmesh Bake Materials doesn't remove old materials from slots

Tools - Merge Actor - Mar 24, 2021

When an LOD get materials reduced to one with Bake Materials, it doesn't delete the extra slots on the LOD. So if starting with 10 slots on the skelmesh, then baking, slot 1 gets the newly baked mat ...

Add OnlyOwnerSee support to DecalComponents

Rendering - Features Teams - Mar 24, 2021

The bOnlyOwnerSee flag is used to hide primitives per view. Because UDecalComponent doesn't inherit from UPrimitiveComponent it doesn't support this. We need to add this funtionality to UDecalCompon ...

Crash in MatineeCameraShake when scrubbing and saving

Anim - Sequencer - Mar 24, 2021

[Link Removed] ...

Volumetric Clouds do not render properly while in splitscreen

Rendering - Features Teams - Mar 23, 2021

When implementing Volumetric Clouds in a splitscreen game, the clouds on the second player's screen render incorrectly. If the Two Player Splitscreen Layout is set to Vertical, then the clouds rende ...

Add Next-Gen Console Options to the UnrealVS Quick Build Menu

DevTools - UnrealVS - Mar 23, 2021

There's currently no next-gen console options for the Quick Build menu for UnrealVS.  It'd be nice to have support for these as well! ...