LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming

UE - Graphics Features - Apr 9, 2019

LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming. This issue does not occur with Editor play, only with Launch or Packaging and Play. Accordi ...

Editor crashes when connecting Eye Adaptation to Base Color

UE - Graphics Features - Apr 11, 2019

This problem occurs when we use the Eye Adaptation node for calculations. Also, it does not seem to happen in 4.21. ...

When launching from Mac to iOS, the process does not end normally, so the second and subsequent application launches from the iOS device are not performed properly

UE - Platform - Mobile - Apr 16, 2019

If you deploy the app to the iOS device using the Mac editor's Launch button or Project Launcher, the second and subsequent launches will fail. The following message is output when startup fails. T ...

Niagara Ribbons using Two Sided materials are incorrectly lit

UE - Niagara - Apr 15, 2019

Two Sided materials are lit incorrectly on Niagara ribbons. The sides will be flipped of how they should be. ...

Motion controller components created in c++ do not appear to update their location

UE - Platform - XR - Apr 17, 2019

The motion controller component does not appear to update it's location if was created in a C++ project. regression: This appears to work as expected in the 4.21 release of the engine ...

High framerates result in desyncs with clients when using a dedicated server.

UE - Networking - Apr 17, 2019

When a client operates at a high framerate on a dedicated server, their player movement will become desynced with the server. This manifests in different ways on different versions. In 4.21, it caus ...

Cannot build Engine in Debug Editor configuration due to error caused by string literals in ClientSession.cpp

PixelStreaming - Apr 18, 2019

Attempting to build the Engine using the Debug Editor configuration results in a build failure related to a string literal (error C2338: Formatting string must be a TCHAR array.). There are three ch ...

Crash after Undo and garbage collection on sequencer track

UE - Anim - Sequencer - Apr 18, 2019

A crash occurs after adding an additional camera track, undoing the additional, and then calling garbage collection Appears to be the same callstack found here [Link Removed] ...

Crash when save the blueprint function variable that set the StringTable asset

UE - Foundation - Core - Apr 17, 2019

This issue doesn't crash in 4.21. It is rewritten as GIsSavingPackage = true in UPackage::(Save() when Blueprint is saved, but it's rewritten as false in 4.21. Workaround Do not set the String Tab ...

Physics/Animation blending does not update collision

UE - Simulation - Physics - Apr 16, 2019

Setting bodies physics blend weight, blends an animation with physics simulation but does not update the collision bodies to match as is expected, instead the collision bodies are at their fully sim ...