Rare assertion comes up when cooking if sequencer camera track has only additive transform track

Tools - Sequencer - Mar 2, 2020

If a camera track has only additive transform track, some functions return uninitialized F3DTransformTrackToken made by default constructor. It causes a rare assertion. Please take a look at F3DTra ...

Wake/Sleep events are not properly handled with Welding

Physics - Nov 25, 2019

Wake/Sleep events are not generated for components set to generate wake events after having a component not set to generate wake events welded to them. Wake/Sleep events are also not dispatched for ...

SetHitResultFromShapeAndFaceIndex crash

Physics - Nov 15, 2019

SetHitResultFromShapeAndFaceIndex calls  if(PxMaterial* PxMat = PShape->getMaterialFromInternalFaceIndex(FaceIndex)) { OutResult.PhysMaterial = FPhysxUserData::Get<UPhysicalMaterial>(PxMat->userD ...

Curves in compressed additive animations interpolate incorrectly when two keys in a row have the same value

Anim - Animation - Oct 16, 2019

Curves compressed from additive animations will not interpolate correctly if they have two keys in a row with the same value. The second key will be ignored, leading to the curve interpolating earli ...

Copy Procedural Mesh from Static Mesh Component does not work correctly when the order of material slots is different

Rendering - Oct 15, 2019

This issue occurs when the section and material slot order do not match In this sample project:[Image Removed] According to a report from the licensee, the order of Sections seems incorrect.[Image ...

Sorting a Blueprint variable into a subcategory separates variables into separate category structures

Gameplay - Blueprint - Oct 14, 2019

Within the Blueprint Editor, it is possible to create subcategories for variables to be sorted into. Doing so separates variables not nested into subcategories out into standalone, top-level structu ...

UCharacterMovementComponent OldVelocity is pre-additive while Velocity is post-additive

Anim - Oct 10, 2019

In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...

GetClassDefaults node retains 'hidden' references to original default.

Gameplay - Blueprint - Oct 9, 2019

Need to add calls to Super::PinConnectionListChanged() and Super::PinDefaultValueChanged() in K2Node_GetClassDefaults.cpp. ...

Mesh Paint can fail to find vertices using physics collision query

Tools - Oct 8, 2019

Mesh paint is for painting the vertices of a mesh, but in part uses physics collision queries to detect hits and search for vertices. (see FMeshPaintGeometryAdapterForSkeletalMeshes::LineTraceCompon ...

Encryption handshake will fail if a seamless travel occurs during key lookup

Networking - Oct 4, 2019

The encryption token challenge/response portion of the control channel handshake can fail due to a seamless travel occurring between the client's NMT_Hello being received by the server and the serve ...