Array index out of range with StopTree

UE - AI - Mar 26, 2019

Crashes when exiting PIE while executing multiple async tasks. By explicitly executing EndTask and FinishAbort of RecieveAbort, this caused by performing out-of-range in array access to InstanceStac ...

Properties of placed-in-map actor instances may not replicate if their default has been edited

UE - Networking - Mar 26, 2019

If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...

Crash in RecreateClothingActors() when using MasterPoseComponent

UE - Simulation - Physics - Character - Mar 27, 2019

As part of RecreateClothingActors(), the master pose component is not checked for a valid mesh and therefore when TransformComponent->GetComponentSpaceTransforms() is indexed into, crashes can occur ...

Actors with Niagara components don't wait for the system to finish before being auto destroyed

UE - Niagara - Mar 29, 2019

UNiagaraComponent does not override IsReadyForOwnerToAutoDestroy, so it always returns true. This gets checked every tick if an actor is set to auto destroy, so actors with Niagara Components do not ...

DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1

UE - Platform - Mobile - Mar 29, 2019

DDX and DDY no longer work properly close to the camera in 4.21 on Android in OpenGL ES 3.1.  Worked in 4.20, no longer works in 4.21 or 4.22.  Originally reported as Oculus Quest specific, but repr ...

Crash when duplicating multiple components at once

UE - Gameplay - Blueprint - Apr 4, 2019

When duplicating multiple components at once it appears to crash the editor. Regression: Yes, this appears to be working in the previous version of the engine (4.21.2-4753647) ...

Exponential Height Fog appears black when Luminance range is extended and light intensity is 2000lux+

UE - Graphics Features - Apr 5, 2019

Exponential Height Fog appears black when Luminance range is extended and light intensity is 2000lux+ ...

RF_WasLoaded is set to False in PIE for instances of a Blueprint if the Blueprint is recompiled

UE - Gameplay - Blueprint - Apr 5, 2019

The RF_WasLoaded flag is set to false for Blueprint instances in PIE if the Blueprint is edited and compiled. This is fixed by saving the level which is a simple workaround but this should be needed ...

Infinite sections when upgrading past 4.19 can be non-infinite

UE - Anim - Sequencer - Apr 2, 2019

In 4.20 movie scene sections changed how infinite sections worked, and some sections that could be infinite no longer had the capability. When converting the sections use the start and end time of t ...

DrawBoxSweeps does not fully account for rotation

UE - Simulation - Physics - Apr 3, 2019

DrawBoxSweeps does not account for box rotation when drawing lines between swept vertices, leading to disconnected debug visuals.  ...