"Allow Explicit Impure Node Disabling" setting still packages development only nodes into shipping builds

Gameplay - Oct 22, 2019

Development Only nodes are packaged into shipping builds even when "Allow Explicit Impure Node Disabling" is enabled and the appropriate nodes are marked as "Development only."   ...

WebM video format is cropped and skipping frames

Media Framework - Oct 22, 2019

Playing a video in the engine that is WebM format, results in skipped frames and cropped resolution. This does not happen with other video formats supported in the engine. Attached are links to the ...

Input Action Mapping Rebinding not working properly if pawn extends from Pawn.h

Gameplay - Input - Oct 22, 2019

Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...

Vertex Painting - Unexpected behaviour when painting Skeletal Mesh with Low Radius Brush

Tools - Oct 21, 2019

Unexpected behaviour when painting skeletal meshes with small radius brush. This does not occur with static meshes. Confirmed in 4.25 MAIN @ CL 9730599 ...

StaticMeshActor loses root component scale if placed with Surface Snapping enabled in Editor Viewport

Tools - Oct 21, 2019

If you make a Blueprint child of StaticMeshActor, and set the default scale of the Root Component (Static Mesh Component) to something other than 1,1,1, the scale will not be applied when the actor ...

Scrubbing an Animation with Process Root Motion does not apply root motion

Anim - Oct 18, 2019

When EnabledRootMotion and Process Root Motion are both enabled for an animation with root motion, scrubbing an animation does not match the result of playing the animation. The playing animation al ...

Shared Transitions are not usable by separate state machines within the same ABP

Anim - Oct 18, 2019

Shared transition rules/crossfades are not usable by other state machines within the same ABP. Copy/Pasting these transitions to a new machine, create new independent shared transitions of the same ...

Single Channels From a Curve Atlas Node Does Not Remap to New Values

Rendering - Features Teams - Oct 18, 2019

Single Channels from a Curve Atals Node Does Not Remap to New Values. Working as expected in 4.22 CL# 7053642 Found in 4.23 CL# 8386587, 4.24 CL# 9630693, 4.25 CL# 9615021 This is a regression. ...

AActor doesn't consider latent actions when using "auto destroy when finished" functionality.

Gameplay - Oct 18, 2019

Actors should check if they have any pending latent actions before automatically destroying themselves.   ...

Ensure condition failed when destroying a Level Sequence Actor on tick

Sequencer - Oct 18, 2019

In Tick processing of LevelSequencActors of World Tick, If you destroy an actor with an actor's ticks, delete it immediately from the LevelSequencActor array. I think that the problem occurred becau ...