Modifying an asset while having added a FBlacklistPaths filter hides the asset.

Tools - Jun 15, 2020

There seems to be an issue with BlacklistsPaths accidentally filtering out new or modified assets regardless if they are in the blacklisted path or not. ...

Playing audio files in Editor doesn't work when Magic Leap Zero Iteration is enabled

Audio - Jun 14, 2020

When the "Enable Zero Iteration" and "Use ML Audio for Zero Iteration" settings are both checked, the audio doesn't play inside Unreal Editor. This happens in the following cases:Playing an audio fi ...

Control Rig parameters don't function in the AnimBP after the Editor restarts

Anim - ControlRig - Jun 14, 2020

Control Rig parameters don't function after editor restarts. Also the default values don't function and you need to use an input instead of directly editing the values of the pins. You can work aro ...

Custom Time Dilation has no effect on Player Camera Manager

Gameplay - Blueprint - Jun 10, 2020

It seems like setting Custom Time Dilation on the Player Camera Manager does not affect the amount of time it takes to blend between cameras with Set View Target With Blend. ...

Control Rig settings are not retained between editor sessions or carried into deployed game

Anim - ControlRig - Jun 10, 2020

Control Rig settings are not retained between editor sessions or carried into deployed game ...

STAT_AI_BehaviorTree_InstanceMemory is sometimes wildly inaccurate

Gameplay - AI - Jun 10, 2020

From the UDN thread: Turns out this is caused by the way this stat was implemented for the FBehaviorTreeInstance struct: 1) You call IncMemoryStats on construct, before the struct is populated with ...

Render target size mistmatch in ShaderDrawDebug

Rendering - Features Teams - Jun 9, 2020

We found a d3d debug validation assert in RDG_EVENT_NAME("ShaderDrawDebug"), with the full DLSS integration. It however also reproduces in  (4.25.1-release, dev-rendering and the plugin branch with ...

Dragging off a pin in a Blueprint Function Library function does not give the user option to make a Local Variable

Gameplay - Blueprint Editor - Jun 9, 2020

When in a function in a Blueprint Function Library, dragging off a pin will not give the user the option to promote it to a local variable. You only have the option to make a global variable (which ...

Lightmass: Blocky lightmap artifacts appears on the Mesh Actor which is shadowing by a single face mesh

Rendering - Ray Tracing - Jun 9, 2020

Begin Map Begin Level Begin Actor Class=/Script/Engine.StaticMeshActor Name=Plane_2 Archetype=/Script/Engine.StaticMeshActor'/Script/Engine.Default__StaticMeshActor' Begin Object Class=/Script/En ...

UE 4.25.1 Offline Installer Display Error

Tools - Datasmith - Jun 9, 2020

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