Fbx animation re-import using UAssetImportTask in python will not use options

UE - Editor - Content Pipeline - Import and Export - Mar 5, 2021

Anim sequence re import factory is not overriding correctly the settings when we pass the override UFbxImportUI asset. It still use the original import data ...

DynamicMeshBuilder.cpp does not add a value to the InTangentY variable in the AddVertex function

UE - Rendering - Mar 4, 2021

This was found as a result of Licensees doing a Code Review of the Engine code. Here's the code snippet in question. It seems to be missing a line similar to Vertex->TangentY = InTangentY;.:  int32 ...

Regression in editor performance in D3D11

UE - Rendering - RHI - Mar 3, 2021

D3D11Commands.cpp is doing FName resolutions in the critical fast path. This looks to be a regression from the memory freezing refactor. ...

SphereCast_GlobalDistanceField does not compile

UE - Rendering - Niagara - Mar 3, 2021

The sphere cast module has some custom HLSL that calls QueryMeshDistanceFieldGPU, the signature for the function changed, but the HLSL wasn't updated to match so it fails to compile.  ...

Video does not loop correctly in ElectraPlayer

Media Framework - Mar 3, 2021

Observe the video does not loop correctly. It only plays a portion that gets shorter with every loop until playback ultimately stops. ...

Soft object reference variables have their default value greyed out

UE - Gameplay - Blueprint - Mar 2, 2021

When creating Soft Object Variables of Actor or Character blueprints, the default value of the variable is greyed out and unable to be changed. I was able to create a Soft Object Reference of the Th ...

Max Depenetration Velocity cannot be set to zero after setting it to a non-zero value

UE - Simulation - Physics - Mar 1, 2021

It seems that when setting the Max Depenetration Velocity to a non-zero value, you are then unable to set it back to 0. Tested in //UE4/Release-4.25 @ CL 14469661 and this did not occur so marking ...

Duplicate linked anim layer interfaces cannot be added to an anim BP

UE - Anim - Runtime - Anim Blueprints - Mar 1, 2021

Duplicated anim layer interfaces cannot be added to the same anim BP. While UEdGraph::GraphGuid is unique within a bluprint, it is not unique within the project as a whole (see [Link Removed] for m ...

Collision lost from body when using world composition and streaming

UE - Simulation - Physics - Mar 1, 2021

Physics object from a streamed level does not interact with other physics objects in persistent level. ...

Crash when spawning multiple HISM at runtime in a packaged shipping build

UE - World Creation - Worldbuilding Tools - HLOD - Feb 25, 2021

When adding multiple Hierarchical Instanced Static Meshes on a loop and packaging the project in Shipping configuration the application crashes due to LowLevelFatalError [Link Removed] [Line: 1431] ...