Large UMG Blueprint widget trees can lead to very long compile times when packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Sep 10, 2018

Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...

Volumetric Lightmap Holes Appear Every Fifth Build

UE - Graphics Features - Sep 11, 2018

Volumetric lightmap holes appear every fifth build.  Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4348893 ...

Navigating the Editor on Linux with a Wacom Tablet is difficult

UE - Platform - Linux - Sep 17, 2018

Movement is quite sporadic and jumpy when using a Wacom Tablet to navigate the Editor on Linux. The Editor pans and zooms in and out really quickly with the slightest of movements. This was report ...

InstanceOnly properties are written to a Blueprint

UE - Gameplay - Blueprint - Sep 17, 2018

When CopyActorProperties is used with a target being a template such as a blueprint, it can copy and serialize EditInstanceOnly Properties. ...

Remote standalone build of a project fails due to incorrect path to project's Info.plist file

UE - Foundation - Cpp Tools - Automation Tool - Sep 17, 2018

Attempting to use UAT on Windows to remotely create a standalone build of a project for Mac fails in 4.19. The error message indicates that it cannot find part of the path to the project's Info.plis ...

Support for 16-bit precision for positions in vertex buffer

UE - Graphics Features - Sep 7, 2018

Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...

Prevent LevelScriptActor destruction from actor channel close

UE - Networking - Sep 18, 2018

LevelScriptActor can be destroyed from a channel close on the client before the associated level is removed from the world, which prevents proper cleanup of the network driver. We should look into ...

The results of Roughness=1.0 from a constant and from a parameter are different on 4.20.

UE - Graphics Features - Sep 4, 2018

The results of Roughness=1.0 from a constant and from a parameter are different on 4.20. The static bool switch of the following material always returns 1.0. But the results are different.[Link Rem ...

Merged Instanced Static Meshes (Merge Actors tool) not visible when duplicated

UE - World Creation - Worldbuilding Tools - HLOD - Sep 19, 2018

Instanced Static Mesh Actors created with (new in 4.20) ISM Merge tool do not immediately appear when duplicated. Confirmed in 4.21 Main @ CL 4374913 ...