Function about Comparing Manifest Version in HttpChunkInstaller does not Consider Manifest File Update

Portal - May 7, 2018

Current HttpChunkInstaller consider version data of manifest.But it does not consider the manifest file update. So, if user update the manifest file, HttpChunkInstaller ignores it. If changing the V ...

Infinite Loop When Generating HLOD Clusters

UE - World Creation - Worldbuilding Tools - HLOD - Aug 8, 2018

The HLOD system gets stuck in a infinite loop when building.  Comment from the user: ++I've tracked it down to this code: const AActor* UHLODProxy::FindFirstActor(const ALODActor* LODActor) { a ...

Materials with Subsurface Profile not affected by Opacity value

UE - Graphics Features - Oct 24, 2017

A material with Shading Model set to Subsurface Profile is no longer affected by Opacity value in 4.17, 4.18, and 4.19 (Main) but was previously working as intended in 4.16. This is a regression. ...

Get unexpected surface normals result while using TextureBasedMorph

UE - Graphics Features - Jan 11, 2018

Meshes that animate via vertex deformations using worldposition offset display incorrect surface normals while animating. The reflections of the environment smear as the mesh moves making it look tr ...

Nativized BP Struct dependency can lead to a fatal loader stall

UE - Gameplay - Blueprint Runtime - Mar 7, 2018

Report of a chain of dependencies that can lead to a fatal loader stall in a nativized build:Thing -> BPStruct2BPStruct1 -> BPStruct2 The necessary order of operations is:BPStruct1 loadsBPStruct2 l ...

VR billboard problems

UE - Platform - XR - May 3, 2018

https://udn.unrealengine.com/questions/429242/419-psvr-dynamic-resolution.html "We are experiencing a rendering regression in PSVR when upgrading from 4.17 to 4.19. A MaterialBillboardComponent tha ...

If using Launcher build, Advertising Identified (IDFA) code for iOS can NOT be disabled by project settings

UE - Platform - Mobile - Jun 18, 2019

By [Link Removed], user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because eng ...

Navmesh doesn't work in a Packaged Build if it was placed in a Sublevel

UE - AI - Oct 19, 2018

Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...

Special characters in file names are not escaped on Perforce commands

UE - Editor - Jun 14, 2024

Files and directories with special characters %, @, * and # are not escaped when sent to the P4 Client API. For example, an '@' character is common in root workspace folders when using concurrent bu ...

Enabling Shader compilation via XGE for 4.18 Editor downloaded from Launcher doesn't work, prevents shaders from compiling at all, editor from loading in some cases

UE - Foundation - Build - Rocket (Installed Engine) - Nov 9, 2017

If you enable Shader compilation via XGE by setting r.XGEShaderCompile = 1 in ConsoleVariables.ini in 4.18 Editor downloaded from Launcher, it prevents shaders from compiling at all, and as a result ...