Get Class Defaults node will not keep pins visible after compile if connected to a reroute node

UE - Gameplay - Blueprint Editor - Jun 23, 2020

If the Get Class Defaults node is connected to a reroute node, compiling the blueprint will hide all the pins on the node. ...

Several issues with 4.25.1 and Win 7

UE - Graphics Features - Jun 22, 2020

Users are reporting issues with the 4.25.1 hotfix and Win 7, including running cooked builds and the editor crashing: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1755531 ...

Export anim sequence doesn't work for spawnables

UE - Anim - Sequencer - Jun 22, 2020

[CrashReport] UE4Editor-D3D11RHI!FD3D11RenderQueryBatcher::PerFrameFlush() [D3D11Query.cpp:45]

UE - Rendering Architecture - RHI - Jun 22, 2020

Generated from CrashReporter ...

Cone Location module does not evaluate Cone Axis when using Wedge shaping

UE - Niagara - Jun 22, 2020

Cone Location module does not evaluate Cone Axis when using Wedge shaping ...

Setting a Niagara Bool parameter during runtime causes ensure and the parameter to not be read properly

UE - Niagara - Jun 22, 2020

Setting a Niagara Bool parameter during runtime causes ensure ...

Crash when attempting to connect a custom Niagara parameter struct to a node when the struct contains an array

UE - Niagara - Jun 22, 2020

Crash when attempting to connect a custom Niagara parameter struct to a node when the struct contains an array ...

Hide/Unhide Bone by Name nodes have tooltip typo

OLD - Anim - Jun 22, 2020

The Hide Bone by Name and Unhide Bone by Name nodes have typos in their tooltips. "Compared" is spelled as "compoared" ...

Switching AnimLayer to child AnimBP doesn't trigger inertial blending

OLD - Anim - Jun 19, 2020

At compile time, BlendOptions array which contains BlendTime setting are created. These are copied from its own interfaces, not the parent's. The blending works fine if the parent's interface is als ...

For Level Sequence with multiple Shot and Transform Tracks, the Restore State of a Level Sequence Actor may not work due to the When Finished setting of the Transform Track.

UE - Anim - Sequencer - Jun 19, 2020

LevelSequenceActor's Restore State is enabled, but the character does not return to the position it was in before the level sequence was played.  The LevelSequence of the attached project has two S ...