Ray Traced Ambient Occlusion Uses Resources Even if AO Intensity is 0

Rendering - Ray Tracing - Aug 22, 2019

Ray traced Ambient Occlusion is still active even when Ambient Occlusion Intensity is set to 0 in the Post Process Volume. Found in 4.22 CL# 7053642, 4.23 CL# 8115738, 4.24 CL# 8124506 ...

Crash When Building HLODs

Tools - HLOD - Aug 21, 2019

Building HLODs causes a crash. This only seems to occur in some levels as shown in the attached project. Found in 4.22 CL# 7053642, 4.23 CL# 7948402, 4.24 CL# 8124506 ...

Owner No See Tags are ignored when Static Mesh Actor is placed in Level vs dynamically spawned in Level

Gameplay - Aug 21, 2019

Owner No See Tags are ignored when Static Mesh Actor is placed in Level vs dynamically spawned in Level ...

ApplyAnimationCurvesToComponent doesn't propagate everything to slaves

Anim - Aug 20, 2019

In USkeletalMeshComponent::ApplyAnimationCurvesToComponent, while InMaterialParameterCurves and InAnimationMorphCurves are independent of one another, if either of them is empty neither is passed on ...

Set Order of Additive Anim Type and Force Root Lock cause different results

Anim - Aug 16, 2019

The order in which Additive Anim Type is set to Mesh Space and Force Root Lock is enabled/disabled changes the end result. This seems to be related to the animation compression and DDC. ...

Animation poses can be "cached" by reroute nodes as an output in

Anim - Aug 16, 2019

by design, animation pose output pins can only connect to a single pose input pin. However, you can circumvent this behavior by dragging off the initial pose node output pin into an empty spot on th ...

Spelling error of Boolean "continuous" in Task Node "Move to Location or Actor"

Gameplay - AI - Aug 14, 2019

Spelling error of Use Continuous Goal Tracking Boolean "continuous"  in Task Node "Move to Location or Actor" ...

Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options

Tools - Aug 14, 2019

Blueprint Actors do not respect Rotate to Surface Normal Rules; in Editor's Viewport Snapping Options The surface normal rotation handling comes from UActorFactory, and in all the cases where items ...

Scrollbox under multiple retainerboxes doesn’t scroll correctly with PIE

Tools - UMG - Aug 14, 2019

When the scrollbox as the child of multiple retainerboxes, the scroll isn't smoothing. It can see issue with PIE only. If it run with standalone (or package build) is fine. In SScrollBar::ExecuteO ...

USkinnedMeshComponent::PredictedLODLevel can be set below MinLOD

Anim - Aug 12, 2019

 Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...