Lighting channels not working as expected when enabling Ray Tracing Shadow

Rendering - Ray Tracing - Oct 13, 2020

Non-Ray Tracing Shadows are only cast from lights on meshes assigned to the same Lighting Channel. When enabling Ray Tracing Shadows this is not the case. Lights will still cast Ray Tracing Shadows ...

Depth of field issues on Translucent Materials with Raytracing and DirectX12 enabled

Rendering - Ray Tracing - Oct 9, 2020

With DirectX12 and Raytracing enabled, translucent materials are not showing the correct depth of field.  Reported in version 4.25.3(CL 13942748). Tested and found in versions 4.25.3 and 4.24.3(C ...

Light rendering becomes broken when at a distance of ~1000000 from origin

Rendering - Features Teams - Oct 7, 2020

Tested at X=20,000 with no issue Tested at X=500,000 with no issue Tested at X=1,000,000 issue occurs NOT A REGRESSION ...

Dynamic Delegate for Actor doesn't show up in BP Editor

Gameplay - Sep 21, 2020

The delegates for actor should show up in the Detail tab like components. There should be an "Event" group and list all available delegates, and designers can click on the "+" sign to add event on t ...

Disconnecting root node in behavior tree editor has no effect

Gameplay - AI - Aug 27, 2020

I was testing some behavior tree content and wanted to temporarily disable a behavior tree entirely. So, I disconnected the root node from the selector node below it and expected that to disable the ...

Landscape Spline collision displays incorrectly

Tools - Landscape - Aug 27, 2020

Landscape splines are displaying their collision incorrectly. The collision is projected off the spline however this issue is purely visual. The collision itself still works as expected. This was t ...

Current animation asset is lost in animation preview when a post process anim BP is compiled

Anim - Anim Blueprints - Aug 3, 2020

UDebugSkelMeshComponent and PreviewInstance are lost current animation asset. There are 2 ways to fix below void UDebugSkelMeshComponent::InitAnim(bool bForceReinit) { // If we already have Pre ...

Blueprint classes are listed in Object pickers, but will not work as expected

Gameplay - Blueprint - Jul 28, 2020

Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...

Animation Curve name changes when retargeting Skeleton

Anim - Rigging - Jun 25, 2020

The name of Animation Curve may change when retargeting an asset that depends on AnimSequence asset to Skeleton with different order of Animation Curve. ...

SBasePoseViewport should use ExtendedBounds, not ImportedBounds

Anim - Rigging - Jun 16, 2020

In accordance with CL-9139422 of [Link Removed], the SkeletalMesh ImportedBounds does not have an Extend operation. However, SBasePoseViewport, the UI for retagettes, continues to use ImportedBounds ...