Nodes of inherited function don't refresh automatically in the opened BP editor if implemented interface is altered

UE - Gameplay - Blueprint Editor - Jul 14, 2020

Nodes of inherited function don't refresh automatically in the opened BP editor if implemented interface is changed.Workaround: refresh nodes manually Regression: NO Can be reproduced on the 4.25.1 ...

Collision preset in StaticmeshComponent in BP instance can not be correctly modified

UE - Simulation - Physics - Jul 3, 2020

For staticmesh component in a staticmesh actor instance, the collision preset can be modified correctly. ...

Background Geometry has thin holes when r.SeparateTranslucencyScreenPercentage is 50

UE - Rendering Architecture - RHI - Jul 2, 2020

Edge artifacts appear when r.SeparateTranslucencyScreenPercentage=50. ...

Crash opening project with Hair assets

UE - Simulation - Physics - Jun 30, 2020

Crash occurs when the user opens the linked project, which has Hair assets. [Link Removed] ...

VFInitRotation(Cascade) always provides the same rotation

UE - Niagara - Jun 30, 2020

This problem caused by incorrect initialization of RandomStream in the GPU particle. //PaticleGpuSimulation.cpp virtual void Init() override { ... check(AllocatedTiles.Num() == TileTimeOfDe ...

Setting the Collision Response of an instanced actor through the Details panel overrides the Construction Script setting

UE - Simulation - Physics - Jun 23, 2020

The collision response of an actor can be changed through the Details panel of the instanced actor and this overrides the collision response settings that were set through the Construction Script. ...

Particles can flicker at the end of first emitter loop when interpolated spawning is enabled

UE - Niagara - Jun 18, 2020

Particles flicker at the end of first emitter loop when interpolated spawning is enabled This issue does not occur if interpolated spawning is disabled. This issue does not occur for any of the su ...

Landscape that has tessellation enabled sometimes doesn't render in cooked build

UE - LD & Modeling - Terrain - Landscape - Jun 18, 2020

If a landscape uses a material that has tessellation enabled. Then in Editor and PIE things render correctly. But in a cooked package we sometimes hit this check. check(!bCurrentRequiresAdjacencyI ...

Naming an enum parameter on a blueprint function "Category" places the function in a category

UE - Gameplay - Blueprint Editor - Jun 17, 2020

If the user gives an enum parameter in a blueprint function the name "Category", this will result in the function being added to a category in the My Blueprint panel. ...

BuildPlugin command cannot build plugins with platform extensions

UE - Foundation - Cpp Tools - Automation Tool - Jun 17, 2020

It seems like the BuildPlugin command is not copying all the dependencies in the HostProject.  Here are the errors reported by a customer:  DynamicCompilation.RequiresCompilation: Compiling D:\Per ...