Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode

Rendering - Dec 1, 2020

Crash when plugging Depth Fade to Base Color and using Required Texture Resolution mode Hi, We have a material that uses the Depth Fade node for the Opacity and Base Color. However, the engine cras ...

Error when exporting OBJ unattended

Tools - Import - Dec 1, 2020

When doing an unattended OBJ export with python. The export will fail and give the atteched callstack. ...

Ensure condition failed: Play an animation in the finished animation event called from UUserWidget::StopAllAnimation

Tools - UMG - Dec 1, 2020

If a widget has playing animation node in finished animation event, calling StopAllAnimations appends a new UMGSequncePlayer to ActiveSequencePlayers array during array iteration and cause ensure co ...

Particle Data Exports only work in the final simulation stage

Rendering - Niagara - Nov 30, 2020

Particle data will not be exported unless it is in the final simulation stage. ...

Using Do Not Create Material in FBX import settings seems to result in only one Material Slot

Tools - Import - Nov 30, 2020

The licensee reported the following on this issue. The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGr ...

Regression: External owned Spawnable object disappears when the sequencer movie is finished.

Anim - Sequencer - Nov 26, 2020

Regression: external owned spawned actors stays in 4.25 & 4.25 plus but it is removed from 4.26P5, 4.26P6, 4.26P7 ...

BP compiler crash

Gameplay - Blueprint Compiler - Nov 24, 2020

The crash can be reproduced on the 4.26P7 or the Release4.26 stream. Following the repro steps will result in hitting the following assert: Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLo ...

Adding a track for a string property through sequence scripting causes the property track to be named "Strings"

Anim - Sequencer - Nov 20, 2020

Property tracks rely in the default display name for naming in the UI. String tracks have their own override for the default display name getter (UMovieSceneStringTrack::GetDefaultDisplayName) which ...

Ensure when closing PIE during Level Sequence playback with spawnables in a streamed level

Anim - Sequencer - Nov 16, 2020

When a spawnable is spawned in a streamed level, exiting PIE will cause an ensure, because the world is not valid on the actor.  ...

Compiling with VS2019 16.6 later causes garbled characters in output window

DevTools - UnrealBuildTool - Nov 10, 2020

Using old behavior by applying true to NMakeUseOemCodePage property solves this issue.  in VCProject.cs​// Project globals (project GUID, project type, SCC bindings, etc) { VCProjectFi ...