Blueprint enum-to-string node returning inconsistent results across platforms

UE - Gameplay - Mar 5, 2020

Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...

Engine Crashes On Scene Close When An Actor Is Spawned With Templated FActorSpawnParameters

UE - Simulation - Physics - Mar 5, 2020

When an actor is spawned with Spawn Parameters that are templated the engine crashes when closing a scene. This wasn't happening when there wasn't a physics constraint on the spawned blueprint. Thi ...

Deferred decal does not display when running GTAO.

UE - Graphics Features - Mar 4, 2020

Deferred decal does not appear if GTAO is enabled. ...

Changing the channel name inside of the channel mask parameter node results in crash

UE - Rendering Architecture - Materials - Mar 4, 2020

Changing the name of a channel inside of the channel mask parameter node results in a crash. ...

Assets Jitter When Selected In Editor

Tools - Mar 4, 2020

When you are selecting an asset in the editor it jitters a little bit until unselected. Found in 4.25.0 Preview 1 CL#11723679 Reproduced in 4.26.0 Main CL#11724764 ...

Crash when mousing over array parameter in Blueprint function graph while debugging

UE - Gameplay - Blueprint Editor - Mar 3, 2020

Mousing over an array input inside a Blueprint function can lead to a crash. For this to occur, the first parameter of the function must be a User Defined Struct.  ...

Send "Enter Key" is not working with press and release key in Web Browser plugin

Tools - Mar 3, 2020

When trying to send the Enter Key to Web Browser using the Press and Release function, it does not work. This function works with any other key that you try to send. A repro project is attached tha ...

Collision does not work in packaged game regardless of native settings

UE - Gameplay - Blueprint - Mar 3, 2020

Collision stops working for packaged games regardless of the nativize blueprint settings.  Duplicate; refer to [Link Removed] for original issue. Test Project: [Link Removed] ...

Skeletalmesh editing can be slow when asset have a lot of morphtarget

UE - Editor - Mar 3, 2020

After investigation, the asset is not rebuild, what took time is the 2 following partThe serialization of the DDC where we have to initialize the morph targetsE:\P4\main\Engine\Source\Runtime\Engine ...

Skeletal mesh merging ignores clothing

UE - Simulation - Physics - Character - Mar 3, 2020

Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...