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] ...

Dynamic Spatial Frequency not working with dependent actors

UE - Networking - Feb 25, 2021

In UReplicationGraphNode_DynamicSpatialFrequency::CalcFrequencyForActor, the ActorChannelCloseFrameNum is updated for the actor but not its dependents when calculating FramesTillReplicate. As a resu ...

ChildActor is being set to null on client via replication

UE - Networking - Feb 25, 2021

When DuplicateWorldForPIE is called and serializes the references in another AlwaysLoaded sublevel, the properties of a ChildActorComponent are confusingly inaccurate. ...

All ELinearConstraintMotion pins in BP reset to "Free" when converting a project to 4.26

UE - Simulation - Physics - Feb 24, 2021

When using any of the Set Linear Limit nodes (X/Y/Z) and converting a project from a previous version of the engine, the nodes get their Constraint Type value reset to Free. I tested this with proje ...

Ambient Occlusion does not function with Forward Rendering enabled

UE - Graphics Features - Feb 24, 2021

Ambient Occlusion does not seem to function when enabling Forward Rendering. I tested the level without Forward Shading and could notice a visible difference in the shadows when Ambient Occlusion wa ...

Virtual textures flicker if physical pool is oversubscribed

UE - Graphics Features - Feb 24, 2021

If a virtual texture physical pool becomes oversubscribed the current behavior is: Log a one time only warning: ''Failed to allocate VT page from pool...' Continue to evict the least recently used t ...

Using Virtual Texture Streaming checkbox in texture editor can break materials

UE - Graphics Features - Feb 24, 2021

A texture can be toggled between virtual texture and regular texture using the Convert to virtual texture/regular texture tool in the texture asset context menu. This updates referencing materials t ...

Virtual textures can appear blurry or corrupt in the texture editor view.

UE - Graphics Features - Feb 24, 2021

Virtual textures can appear blurry or corrupt in the texture editor view. [Link Removed] ...