Replay playback can become paused indefinitely after scrubbing with high time dilation

Networking - Replay - Feb 19, 2020

When playing a replay with DemoPlayTImeDilation set to 5, and jumping around the timeline using GotoTimeInSeconds(), the play back can break, with game actors freezing and violently shaking. It seem ...

Foliage's Landscape Layers are not reflected when Landscape is rotated

Tools - Landscape - Feb 19, 2020

This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...

Draw debug depth priority oddities

Rendering - Feb 18, 2020

Came across a few oddities with draw debug. DrawDebugSolidBox ignores the DepthPriority parameter and appears to always draw in World. In the screenshot the sphere is drawn on top of the mesh, the ...

Complex collision mesh might lose its collision in the editor

Tools - Feb 18, 2020

This is affected by loading order. In the case, display mesh was loaded firstly and try to build collision mesh form complex collision mesh asset. But the collision mesh didn't finished to make Ren ...

Using Collision in Niagara without an Update Age module will prevent any particles from spawning

Rendering - Niagara - Feb 17, 2020

Using Collision without Update Age will prevent any particles from spawning. In Collision Query and Response DataInstance.Alive has a default value of false. If no other module sets DataInstance.Ali ...

Load Stream Level action doesn't trigger out execution pin if the level is invalid

Gameplay - Feb 14, 2020

As a user I would expect the out execution pin of the LoadStreamLevel node to fire even if the level failed to load.  ...

ProRes and Avid DNx do not use tokens in their file names when rendering from Sequencer

Tools - Sequencer - Feb 12, 2020

The plugin media formats do not account for tokens in the filename. ...

Native struct types that declare one or more non-UPROPERTY fields are not initialized with the default value from a modified Blueprint CDO.

Gameplay - Blueprint - Feb 12, 2020

Dynamically-spawned instances of a Blueprint class go through an optimized property initialization pass (see UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() and InitProperties ...

Sprite fails to edit based on UV Source Texture Region, when attempting to bulk edit via Bulk Edit Property Matrix.

Gameplay - Paper2D - Feb 12, 2020

Sprite fails to edit based on UV Source Texture Region, when attempting to bulk edit via Bulk Edit Property Matrix.  User was following along to this Epic tutorial: [Link Removed] However, the e ...

Show collision can't display Complex Collision Mesh

Physics - Feb 12, 2020

"viewmode collisionpawn" and "viewmode collisionvis" can not display complex collision meshes as well. ...