Black viewport with artifacting when changing to MSAA with Forward Shading enabled

Rendering - Dec 2, 2020

DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. Viewport error reads: TOO MANY OVERLAPPING SHADOWED MOVABLE LIGHTS ...

Ensure when changing to MSAA with Forward Shading enabled - Entry.RenderTarget->GetNumSamples() == NumSample

Rendering - RHI - Dec 2, 2020

DID NOT OCCUR IN BP FPS PROJECT - might be ContentExamples specific This issue does not occur when forward shading is disabled. This is not a regression as the same issue is hit in 4.25.4 ...

Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode

Rendering - Dec 1, 2020

Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...

Error when exporting OBJ unattended

Tools - Import - Dec 1, 2020

When doing an unattended OBJ export with python. The export will fail and give the atteched callstack. ...

Ensure condition failed: Play an animation in the finished animation event called from UUserWidget::StopAllAnimation

Tools - UMG - Dec 1, 2020

If a widget has playing animation node in finished animation event, calling StopAllAnimations appends a new UMGSequncePlayer to ActiveSequencePlayers array during array iteration and cause ensure co ...

References to Data Assets that inherit from Blueprints may be broken during reinstancing

Gameplay - Blueprint - Nov 30, 2020

It is possible to create new Data Asset instances in the editor that inherit from a blueprint-defined subclass of UDataAsset. This flow is not very well supported, and generally it is safer to just ...

Persistent Local Booleans do not serialize with CPF_SaveGame

Gameplay - Blueprint Runtime - Nov 30, 2020

A persistent local boolean will not serialize even though it is marked with CPF_SaveGame, when other types will (such as an integer).  [Image Removed] [Image Removed] ...

Particle Data Exports only work in the final simulation stage

Rendering - Niagara - Nov 30, 2020

Particle data will not be exported unless it is in the final simulation stage. ...

Using Do Not Create Material in FBX import settings seems to result in only one Material Slot

Tools - Import - Nov 30, 2020

The licensee reported the following on this issue. The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGr ...