Using both initial map and cooked maps setting via project launcher ignores initial map

UE - Foundation - DevTools - Automation Tool - Jun 30, 2021

The following workaround will allow UAT to pass the correct initial map to the application. RunProjectCommand.Automation.csprivatestatic void SetupClientParams(List<DeploymentContext> DeployConte ...

Project Settings for Take Recorder's Animation Recorder do not persist after editor restart

Anim - Sequencer - Jun 25, 2021

Animation Recorder settings do not persist after editor restart. Can be worked around by setting the values in the EditorSettings.ini file under: [/Script/TakeTrackRecorders.MovieSceneAnimatio ...

Deleting transform track can fail to restore state

Anim - Sequencer - Jun 24, 2021

Deleting the transform track for an actor that does not have a transform track by default can fail to restore state if there are no keys.  ...

Android: FTraceAuxiliaryImpl::WriteToFile Fails to Create Absolute Path

UE - Platform - Mobile - Jun 23, 2021

A licensee has reported that the functions FTraceAuxiliaryImpl::WriteToFile, and find IFileManager::ConvertToAbsolutePathForExternalAppForWrite do not seem to be working properly for Android, as the ...

Deactivating a shot section from scripting does not affect evaluation

Anim - Sequencer - Jun 23, 2021

Disabling a shot from scripting will not affect evaluation of the sequence.  ...

When creating an asset from an Emitter with a scratch module, changes to the new module will not propagate

UE - Rendering - Niagara - Jun 21, 2021

A scratch module made in an emitter, will not reflect the changes of its new parent when an asset is crated from the emitter. ...

Override Game Mode in Media Render Queue does not work properly

Anim - Sequencer - Jun 21, 2021

This problem behaves differently between Local and Remote Render when Game Mode is set in Override. ...

Static mesh components spawned in the UCS along a spline require lighting to be rebuilt after a map reload.

Gameplay - Components - Jun 17, 2021

Seems to be somehow related to components being instanced in the Construction Script according to a spline. The transforms are slightly off by more than 1.e-2f. They are reconstructed on load with a ...

Gameplay Tag Query - Assert when changing root expression while tag picker is open

Gameplay - Blueprint Editor - Jun 17, 2021

Changing a gameplay tag query's root expression in a make query node will assert if the tag editor widget is open.  ...