Apple TV - Cloudkit - Infinite loop

UE - Platform - Mobile - Jul 31, 2019

When cloudkit is enabled, the regular Apple TV may get stuck in an infinite loop in FOnlineUserCloudInterfaceIOS::OnReadUserCloudFileBegin(): while (CloudFile && CloudFile->AsyncState == EOnlineAsy ...

4.23 Preview crashes with command line arguement -AutomatedMapBuildUseSCC = False

UE - Foundation - Core - Aug 1, 2019

Using an automated script in command line arguments to build project map causes a crash. Note: that it will not crash when 'UseSCC=false' is omitted, but it will not build the map either. Screen gr ...

Possessing and Unpossessing a Pawn when using NetCulling causes the Client to lock up

UE - Networking - Aug 1, 2019

In this test bench, they are using a APawn with a custom replicated Movement Component rather than using a ACharacter and they are getting a different result that ends up in a permanent softlock of ...

FAnimNode_RigidBody::bForceDisableCollisionBetweenConstraintBodies modifies asset collision table

UE - Simulation - Physics - Jul 24, 2019

The 'Force Disable Collision Between Constraint Bodies' rigid body node option modifies the collision table of the physics asset its used with. It is expected that this option works as an override a ...

DetachmentRules is not applied when WhenFinished of AttachTrack is set to RestoreState.

UE - Anim - Sequencer - Jul 25, 2019

Purpose: Create a parent-child relationship using the “Attach Track” After that, I want to release Attach in the middle of the sequence and leave the child. Set "When Finished" of "Attach Track" to ...

Sleep state not replicating properly

UE - Simulation - Physics - Jul 30, 2019

Objects' sleep states are not being properly replicated to the client. While it cant seem to be reliably triggered, occasionally the client will receive a constant stream of sleep events, until the ...

Deleting track categories needs to be localized

UE - Anim - Sequencer - Aug 2, 2019

Interpolators of Particle Dynamic Parameters Need "nointerpolation".

UE - Niagara - Aug 1, 2019

Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...

Non-public BlueprintCallable function calls do not compile in a nativized Blueprint.

UE - Gameplay - Blueprint - Jun 17, 2019

A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...

Severe ghosting on animated objects when camera stops moving in sequences when using path tracer

UE - Graphics Features - Lumen - Aug 2, 2019

Pixels seem to stop updating in the path tracer when a camera stops moving in sequence. Old color values from objects that have moved seem to still affect pixels they should not.  ...