Clothing Data paint doesn't effect visible mesh

UE - Simulation - Physics - Jan 7, 2020

Skeletal mesh sections with cloth should have their visible mesh match their simulated mesh and this should be effected by painted values. Any vertices left unpainted(at 0) after the initial paint, ...

Child Animation Blueprints Do Not Get Recompiled Correctly

UE - Gameplay - Jan 7, 2020

The child of an animation blueprint is not properly recompiled when the it's parent is compiled. Found in 4.24.1 CL#10757647 ...

[CrashReporter] UE4Editor-MeshBuilder!SkeletalMeshBuilderHelperNS::FixFaceMaterial(USkeletalMesh *,TArray<SkeletalMeshImportData::FMaterial,TSizedDefaultAllocator<32> > &,TArray<SkeletalMeshImportData::FMeshFace,TSizedDefaultAllocator<32> > &)

UE - Editor - Content Pipeline - Datasmith - Importer - Jan 6, 2020

Generated from CrashReporter Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array in ...

Attaching a removed Actor in Sequencer causes a crash

UE - Anim - Sequencer - Jan 6, 2020

This is a regression from 4.23.1 (CL-9631420) where Sequencer just displayed the re-attached binding in yellow text instead of crashing. The user suggests that the deleted actor should be removed fr ...

To activate cascade particle first time on sequencer is not work in a specific way.

UE - Anim - Sequencer - Jan 6, 2020

The bIsActive flag on ParticleComponent is stored in a sequencer asset. If it's true, PartilceSystemComponent::ActivateSystem is skipped at FParticleTrackExecutionToken::Execute. In workaround, Set ...

The vertex color view mode in the vertex painting editor mode ceases to work when the project setting "Extend default luminance range in auto exposure settings" is enabled.

UE - Graphics Features - Dec 31, 2019

When "Extend default luminance range in auto exposure settings" is enabled, the Color View Mode in the vertex painting editor mode ceases to work and without any warning to the user. ...

Changing "Coordinate Light Map Index" When "Generate Lightmap UVs" Is Enabled In A Static Mesh Crashes Engine

Tools - Dec 31, 2019

When altering "Coordinate Light Map Index" in a static mesh when "Generate Lightmap UVs" is enabled in LOD 0 the engine will crash or "Coordinate Light Map Index" will be set to 0. A demonstration ...

Exposure Compensation Curve not applied in Standalone/Packaged

UE - Graphics Features - Dec 29, 2019

'Exposure Compensation Curve' is not being applied in Standalone or Packaged projects. Confirmed in 4.25 MAIN at CL 10871578 ...

3D Text - Translucent materials not rendered

UE - Virtual Production - Dec 29, 2019

Translucent materials are not compatible with 3D Text. ...

SceneCapture2D cause crash on Mobile Preview

UE - Platform - Mobile - Dec 29, 2019