Making a hidden level the current level changes tile position in World Composition

UE - World Creation - Worldbuilding Tools - World Composition - Nov 26, 2020

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

UE - 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 ...

Editor Utility Widget - 'Fill Data Table from JSON string' node parsing error

Tools - Nov 24, 2020

Issue also occurs in 4.25 therefore not a regression. Original issue was submitted by a user 'Fill Data Table from csv string' node does work though The following is a snippet of the error output ...

BP compiler crash

UE - 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 ...

When set the current language and asset group to different languages, the asset group will not work

UE - Editor - UI Systems - Localization - Nov 22, 2020

When set the current asset group language in a particular process, the asset refers to the "source asset" and output warning log. LogPackageLocalizationCache: Warning: Skipping the cache update for ...

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

UE - 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

UE - 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.  ...

Commonly used blueprint conversion functions should be promoted to top level category

UE - Gameplay - Blueprint - Nov 16, 2020

Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. Th ...

DisplayName Metadata tag is not used in the SCS editor or the My Blueprints window

UE - Gameplay - Blueprint Editor - Nov 12, 2020

This also brings up a good point about how `FName::NameToDisplayString` works. Currently it will only remove a 'b' character if a boolean is given, which leads to inconsistent results throughout the ...

Compiling with VS2019 16.6 later causes garbled characters in output window

UE - Foundation - Cpp Tools - 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 ...