Missing Service Node warning when opening project

UE - AI - Sep 24, 2018

Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...

Allow multicast RPCs to be recorded by replays in NM_Standalone

UE - Networking - Sep 21, 2018

No game net driver exists in a standalone game, so there is currently no code path to forward multicast RPC calls to the demo net driver for recording. ...

Get Input Touch State produces incorrect vector position

UE - Gameplay - Input - Sep 25, 2018

Get Input Touch State produces incorrect vector position when using it on Android. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4395058) ...

Can't save level that has landscape layer material when moving level asset

UE - LD & Modeling - Terrain - Landscape - Sep 26, 2018

Can't save level that has landscape layer material when moving level asset. It look like regression,because it can save level asset in 4.19. This issue occur also that moving "Landsacape" level as ...

Project fails to build when the SQLite Amalgamation files are included in the project.

UE - Foundation - Core - Sep 27, 2018

In 4.20, it is no longer possible to add the SQLite Almagamation files to a project. Attempting to build a project with these files added results in the build failing due to numerous errors about pr ...

Ensure triggers when undoing change to newly created variable

UE - Gameplay - Blueprint - Sep 28, 2018

Ensure will trigger when undo reverts text to default value. "This triggers an ensure because the undo ends up calling SKismetInspector::ShowDetailsForObjects(), which forces the keyboard focus to ...

TestEqual(TCHAR*, TCHAR*) function is testing pointer equality instead of values

UE - Automation Test - Oct 1, 2018

A licensee has reported that the TestEqual(TCHAR*, TCHAR*) function tests for pointer equality instead of comparing two values, which does not accomplish what the function is meant to do. Regressio ...

UE_ASSET_LOG assert if component name contains invalid characters

UE - Gameplay - Blueprint - Oct 4, 2018

Blueprint components are able to be renamed to strings which are not valid object path names. If named improperly, MyComponent->GetPathName() will return an object path that will fail FPackageName:: ...

UE4Editor does not start when there are no audio devices available

UE - Platform - Linux - Sep 26, 2018

UE4Editor does not open when there are no audio input or output devices available. The editor hangs at 83% after it initializes the AudioMixer. This issue looks like it was caused by CL 4396954. Et ...

BlueprintAuthorityOnly functions can incorrectly be called from a nativized, cooked client build.

UE - Gameplay - Blueprint Runtime - Oct 3, 2018

If a nativized Blueprint event graph includes a call to a native, BlueprintCallable function that's also marked BlueprintAuthorityOnly, if the Blueprint is nativized, the function will incorrectly b ...