Renaming a component in a parent blueprint can lead to data loss in its unloaded child blueprint.

UE - Gameplay - Blueprint - Jan 20, 2020

A child blueprint won't be marked dirty if it hasn't been loaded and you rename a component on its parent blueprint. This can lead to a situation where the editor can be closed without prompting the ...

'Skip Assigning Gamepad to Player 1' routes MotionController input to non-vr player

UE - Gameplay - Input - Jan 4, 2020

Motion controller inputs get routed to non-vr player when 'Skip Assigning Gamepad to Player 1' is enabled. ...

Mesh Renders in Main Pass if Both "Render CustomDepth Pass" & "Render in Depth Pass" Are Enabled, While "Render In Main Pass" is Disabled

UE - Graphics Features - Dec 25, 2019

Meshes set to not render in the Main Pass still does if both "Render CustomDepth Pass" & "Render in Depth Pass" are enabled, while "Render in Main Pass" is disabled. Attached is an example project. ...

[Feature Request] SingleLayerWater included in Depth Capture

UE - Graphics Features - Dec 20, 2019

Water pass included in depth capture. User requests showflag on the scene capture to disable water rendering for specific view. ...

SteamVR - WidgetComponent DrawAtDesiredSize lag spike

UE - Platform - XR - Dec 3, 2019

Having an actor with a WidgetComponent + DrawAtDesiredSize will cause a lag spike when size changes in VR. Additionally, If you enter a value other than 100 in SetWorldToMetersScale the 'draw at ...

[Feature Request] SingleWaterLayer Materials don't receive shadows with Baked or Partially Dynamic Lighting

UE - Graphics Features - Dec 2, 2019

Using baked and dynamic lighting produces varying results when implementing SingleWaterLayer Materials. This was reported and tested in 4.24 Preview 4 (CL-10387632) and reproduced in Main 4.25 (CL ...

Undo and ConstructionScript break the AttachChildren array

UE - Gameplay - Components - Nov 14, 2019

Undo fills AttachChildren array with null by the undo serializer. After that, a construction script tries to remove child components from parent component's AttachChildren but it can't find its poi ...

Hide Bone in constructor does not update world instances

UE - Anim - Runtime - Nov 4, 2019

Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...

Getting Fullscreen or Windowed Resolutions doesn't fully execute on Linux

UE - Rendering Architecture - RHI - Oct 28, 2019

When using "Get Supported Fullscreen Resolutions" on UE when built with Vulkan, no values are printed out. This is an issue with any platform that builds UE with -vulkan, not just Linux.  In Engine ...

Expose light depth and position to Light Functions

UE - Graphics Features - Oct 14, 2019

Users have requested that light depth and light position are made available to Light Function Materials.Light Depth We seem to be calculating the per-pixel distance from the light to the surface in ...