Pasting timeline components into another actor and then choosing "cancel" on fix self context function references results in a broken state

Gameplay - Sep 13, 2021

upd. Regression was checked on //UE4/Release-4.26 CL 15973114, issue was reproduced. Regression - No ...

Component Created in C++ is destroyed before BeginPlay

UE - Gameplay - Components - Sep 3, 2021

Tracking a potential issue where components in C++ are being "lost" prior to BeginPlay. Renaming the reference variable seems to work around the issue, but the cause is currently unknown/needs more ...

Paused Sounds Do Not Have their Channel Map Updated Properly on Device Swap

UE - Audio - Sep 2, 2021

Swapping between output devices with different channel counts can cause sound corruption for sounds that were paused during the device swap call. More info can be found in the linked UDN, along with ...

When the value of the TMap variable of the child blueprint is changed and compiled, it will restore to the default value of the parent blueprint.

Gameplay - Blueprint - Sep 1, 2021

For TMap variables of type struct created in blueprint, if change the default value in child blueprint and compile, it will restore to the default value of the parent actor. This problem does not o ...

Unused parameters listed as used but "found in none"

UE - Rendering - Aug 30, 2021

In material instances with the parent material depicted in the attached image I expected "Param" to be considered as unused since it's attached to Opacity and it's not used (ie not attached to outpu ...

Integrat PhysX crash fixes

Simulation - Physics - Solver - Aug 24, 2021

iOS: Holding Backspace Does Not Delete Multiple Characters on UMG Text

Platform - Mobile - Aug 24, 2021

The iOS Virtual Keyboard has an issue when entering text into a regular UMG text entry field. If the backspace key is pressed and held, rather than deleting all the characters preceding the caret o ...

Curve interpolation settings are forced to change from User to Break when importing animation from FBX in Sequencer

UE - Anim - Sequencer - Aug 20, 2021

Due to the following code in [Link Removed] (CL-11585172), it is always set to Break even if the Tangent value is continuous. ArriveTangent = LeftTangent * (ArriveTimeDiff); ... LeaveTangent = Ri ...

Tangent is divided twice by Decimal Rate when importing animation from FBX in Sequencer

UE - Anim - Sequencer - Aug 20, 2021

The cause is that the ImportFBXProperty in MovieSceneToolHelpers.cpp is divided by DecimalRate. ArriveTangent = ArriveTangent / ((Key.Time - PrevKey.Time) * DecimalRate); LeaveTangent = LeaveTange ...