C++ Class Creation Wizard does not setup include path properly when using a sub-directory with Public/Private Classes

Tools - May 7, 2020

The creation wizard is not correctly adding the #include path in the CPP file. To fix the issue to get the project to compile you have to add the path in the .CPP file within Visual Studio. In this ...

SpeedTree assets cannot be imported via Python automated import

Tools - Import - May 7, 2020

Licensee reports via UDN that automated import via Python of SpeedTree assets does not work The issue is that USpeedTreeImportFactory::FactoryCreateBinary() tries to generate a UI dialog, which is n ...

Memory leak after simulating in Editor with opened 'Editor Preferences' tab

Tools - May 7, 2020

This can be repeated many times before the editor crashes without any messages and other programs with the video driver crashes too. Because out-of-memory. This is similar to UE-39211. This was rep ...

HLOD generation does not respect Custom Primitive Data

Tools - HLOD - May 7, 2020

HLOD material baking doesn't take into account any custom primitive data set on primitives that contribute to the bake. This was raised in: https://udn.unrealengine.com/questions/574875/proxy-lod- ...

Blackboard SelfActor key is not correctly being set

Gameplay - AI - May 7, 2020

REGRESSION: Does not occur in 4.24 The Blackboard Self Actor key is not automatically getting set in the AI Controller. ...

Static mesh components are invisible when added a trigger actor

Gameplay - May 7, 2020

Static mesh components spawned and added to a trigger actor results in them being invisible. This does not occur if the user uses an actor with a collision component. ...

Content only plugin not working on BP Only iOS project

Platform - Mobile - May 7, 2020

Plugin without source code does not seem to be included in Blueprint only project, on iOS only. It may be linked to UE4Game flow, since it is the base package used for BP projects. ...

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always

Core - May 7, 2020

FLowLevelMemTracker::GetTagAmountForTracker with CustomProjectTag returns 0 always. Because of FLLMTracker::FLLMThreadState::GetFrameStatTotals don't amount to about CustomTags. Following code will ...

Loading levels imported with World Composition's Import Tiled Landscape option from a level without World Composition enabled loads landscape components a World Origin

Tools - World Composition - May 6, 2020

Landscapes created with Import Tiled Landscape are loaded at the World Origin when loaded in a level without World Composition enabled. Enabling World Composition in the second level fixes this iss ...

Support Landscape Edit Layers in WorldComposition Import/Reimport

Tools - Landscape - May 6, 2020

Allow user to enable layers when importing Landscape Tiles from the Level View in a World Composition Level. Allow to reimport that layer data on a Edit Layer later on when using the reimport featu ...