Normals and Tangents cannot be load correctly when re-importing Skeletal Mesh

Tools - Import - Jan 31, 2020

This problem started in 4.24 and not in 4.23. CL 9114926 seems to be relevant. ...

FiB - Local find results hyperlink to current tab in graph view, which can result in multiple tabs being opened for the same graph.

Gameplay - Blueprint Editor - Jan 30, 2020

The correct behavior should be that NewFunction_0 is opened in a new tab if not already open, otherwise double-clicking the search result should navigate to the tab in which the graph is already ope ...

Inconsistent SkeletalMesh physics controls

Physics - Jan 30, 2020

There are inconsistencies with how the inherited body + bodies of a skeletal mesh are treated across the various inherited/overridden primitive component functions, and their multi-body forms. For ...

Scene Capture is not capture the planar reflection

Tools - Virtual Production - Jan 28, 2020

https://udn.unrealengine.com/questions/545555/view.html The issue reports as a UDN ticket. Planar reflection is not captured by scene capture.  Daniel Wright commented, I suspect it has to do wi ...

BP - Nativizing a UMG widget hierarchy in which a child widget of another widget BP type has the "Is Variable" box unchecked will result in a crash at runtime.

Gameplay - Blueprint - Jan 28, 2020

When the "Is Variable" box is unchecked for a BP-typed child widget, a variable will not be created at Blueprint compile time to reference the child widget in the nativized widget BP class. This bre ...

Can't fire custom event of event track when enabled auto scroll.

Tools - Sequencer - Jan 28, 2020

If Auto Scroll is enabled, event track can't  trigger, so events may not fire. The frame numbers appear to be duplicated. Especially noticeable when the [View Range End Time] is small value (Working ...

Default pose is displayed in the first frame when playing with Sequencer

Tools - Sequencer - Jan 28, 2020

The problem is that the camera is evaluated when the sequencer is played, but the animation does not seem to play properly. It seems that the licensee found this problem when implementing it in C++, ...

BP - Nativized builds will incur data loss in a Blueprint class that contains more than one ChildActor component and for which each had its child actor class set in the Details tab before being renamed away from "ChildActor" in the component editor tree.

Gameplay - Blueprint - Jan 27, 2020

Child actor component templates, when nativized, end up being owned by the converted Blueprint class object, rather than the child actor component template. Furthermore, we don't regenerate the chil ...