(BUG) Sequencer Root motion breaks down when using SwapRootWithActor, translation track and transform origin actor

UE - Anim - Sequencer - Anim in Engine - Jul 19, 2024

When "Sequencer.ThreadedEvaluation.AllocationThreshold 8" is initiated, characters in a level sequence that have “Swap Root Bone Actor” activated on their animation will begin to slide very fast acr ...

Regression - Inherited component properties on actor instances of derived blueprints are silently reset to defaults when the blueprint is compiled, causing data loss

UE - Gameplay - Jul 19, 2024

In certain circumstances, when a derived blueprint is compiled, all properties from its inherited components can be silently reset to defaults on instances placed on the current level. This results ...

Sequencer- New takes will not respect project setting take number if initial asset doesn't have a shot number

UE - Anim - Sequencer - Jul 18, 2024

With 5.2, we allowed the take separator to be multiple characters long. But it would appear that when using this feature, if you don't also have a 'shot number' before the take separator, then the n ...

Scalebox scaling won't update if child size changes with global invalidation enabled

UE - Editor - UI Systems - Slate - Jul 17, 2024

When global invalidation is enabled, Scale Boxes don't react properly to changes in the size of their contents. Licensees have worked around this by updating SScaleBox::OnArrangeChildren:// This sca ...

Geometry with Static Shadow Invalidation Behaviour being written into invalidated VSM Pages

UE - Graphics Features - Shadows - Jul 17, 2024

Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...

Sequencer- Cannot change multiple selected spawnable's class

UE - Anim - Sequencer - Jul 17, 2024

Only the first selected spawnable actor binding will have its class changed when selecting 'Change Class' from the right click menu. ...

In ULevelStreamingLevelInstance::UpdateStreamingState, AddToWorld() is called before OnLoadedActorsAddedToLevelPreEvent causing ID clash

UE - World Creation - Worldbuilding Tools - Jul 16, 2024

ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPreEvent has a comment that states it must be called before actors are registered with the world, but in ULevelStreaming::UpdateStreamingState ...

Windowed Fullscreen does not support multiple resolutions

UE - Editor - UI Systems - Slate - Jul 16, 2024

Sequencer- Crash on restoring state when a user has animated level visibility as well as skeletal animation on an actor in the invisible level

UE - Anim - Sequencer - Jul 16, 2024

When a level sequence animates level visibility as well as skeletal animation on an actor within that sub-level, restoring state will first unstream the level, which will unregister the skeletal mes ...

Issue when turnning a character into ragdoll using PhysicsControlComp with async physics

UE - Anim - Synthesis - Jul 16, 2024

When turnning a moving character into ragdoll, it freeze a bit with TickPhysicsAsync on. If we log the character's pelvis position, it seems jump backward in the first few ticks. Also, it only happ ...