MediaPlayer seek function goes to incorrect timecodes on Android (Oculus Quest)

Media Framework - Jul 23, 2019

Calling Seek() on video consistently jumps to the timecode which is the nearest lower multiple of 2 seconds from the input timecode. ...

Editing sub-components of an instanced blueprint will lose selection of current property value after pressing enter

UE - Gameplay - Jul 24, 2019

Result of pressing enter when editing text in a subcomponent (of an actor that exists in world) has different behavior than elsewhere in the editor. Confirmed in 4.24 MAIN @ CL 7519848 ...

ARSharedWorld, AREnvProbe, and ARSaveLoad fail to build for iOS with clang error

UE - Platform - Mobile - Jul 18, 2019

ARSharedWorld fails to package at the build command for iOS with the following messages. Packaging (iOS): [1/4] sh /Volumes/Storage/Workspaces/Release/Samples/AR/ARSharedWorld4.23/Binaries/IOS/ARS ...

Error during packaging if nativizing a blueprint that contains a TMap with a UserDefinedEnum as a key

UE - Gameplay - Blueprint - Jun 17, 2019

Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...

Windows Mixed Reality Controllers do not show up in Collab Viewer

UE - Content - Engine - Jul 29, 2019

When using Windows Mixed Reality with the new collab Viewer template the headset will track but the controllers do not show up. ...

Apple TV offline saves fix

UE - Platform - Mobile - Jul 31, 2019

Offline save games don't work on Apple TV, (in fact all file operations fail) because Apple has decided that you can't store anything in the NSDocumentDirectory anymore. The fix is to replace occurr ...

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 ...