When 1 AnimSequence asset is used for multiple SeuqnecePlayer, the override by AnimGraphOverrides affects other than the specified SequencePlayer.

UE - Anim - Runtime - Anim Blueprints - Jun 30, 2022

If you use the same AnimSequence in multiple SequencePlayers in Base AnimBP and replace asset of one of SequencePlayers by AssetOverride in Child AnimBP, the result will be reflected in the other Se ...

Movie Render Queue Deferred Lighting(Detail Lighting) only outputs Lighting Only

UE - Anim - Sequencer - MRQ - Jun 29, 2022

This is not a regression. Tested in //UE4/Release-4.27 CL#18319896 Movie Render Queue Deferred Lighting(Detail Lighting) appears to only output Lighting Only.  ...

Certain textures always output to cache miss log

UE - Texture - Jun 29, 2022

If using VT_CurlNoise texture in the Volumetrics plugin, it will output a DDC cache miss every time when launch Editor. ...

Add World Rotation applied to a Static Mesh simulating physics behaves erratically 

UE - Simulation - Physics - Jun 28, 2022

This is a regression. Tested in //UE4/Release-4.27 CL18319896 Add World Rotation applied to a Static Mesh simulating physics behaves erratically. ...

Widget Blueprints Fail to Compile When Copying Collapsed Graphs into Functions

UE - Gameplay - Blueprint - Jun 28, 2022

Collapsed blueprint nodes that are copied and pasted into a function graph of a Widget will cause a fatal error when the blueprint compiles, as seen in the callstack, and will provide the message: " ...

Nesting a Structure in another Structure results in a 'Cannot parse value'

UE - Gameplay - Blueprint Compiler - Jun 28, 2022

This is a regression. Tested in //UE4/Release-4.27 CL#18319896 Nesting a Structure in another Structure results in a 'Cannot parse value' until the data value is updated. If the second structure is ...

On Instance Take Radial Damage will not receive radial damage against Foliage

UE - Gameplay - Jun 28, 2022

Different results in //UE4/Release-4.27 CL#18319896 On Instance Take Radial Damage will not receive radial damage against Foliage. ...

Crash when cooking landscape collision in world partitioned level

UE - LD & Modeling - Terrain - Landscape - Jun 24, 2022

This is caused by the loss of data in the ULScapeHeightfieldCollisionComponent::CollisionHeightData. The CollisionHeightData is not marked as BULKDATA_PayloadInSeperateFile and is processed with a k ...

Hierarchical LOD meshes are not frustum/occlusion culled

UE - World Creation - Worldbuilding Tools - HLOD - Jun 24, 2022

Hierarchical LOD meshes are not frustum/occlusion culled ...