Increasing Font Size Makes The SceneRendering Table Impossible To Read

Tools - Jan 27, 2020

The scenerendering graph doesn't display correctly when you increase the Small Font for the Engine. The rows don't adjust to the font size. The user increased font size to make print strings in VR ...

Adding a camera to a subsequence through scripting creates the binding in the incorrect binding space

UE - Anim - Sequencer - Jan 27, 2020

Sequencer scripting creates all binding IDs in the root binding space, so when the bindings exist in sub sequences and shots, they will not resolve unless those are opened through the sequence that ...

Particle Systems Don't Play In Reopened Levels With ES 3.1 Enabled

UE - Niagara - Jan 27, 2020

Particle systems placed in levels don't play as expected on level load when using ES 3.1 Preview. Found in 4.24.1 CL#10757647 Reproduced in 4.25 Main CL#11115840 ...

Digital Human Eyes Don't Look Correct With Ray Tracing Translucency Enabled

UE - Graphics Features - Lumen - Jan 27, 2020

The eyes in the Digital Human demo don't look correct with Ray Tracing Translucency enabled in the post process volume. Found in 4.24.1 CL#10757647 Reproduced in 4.23.1 CL#9631420, 4.25 Main CL#111 ...

World Origin Shifting Rendering Desync On Play

UE - World Creation - Worldbuilding Tools - World Composition - Jan 27, 2020

World Memory Leak crash creating new level blueprint after editing sub level blueprint

UE - Gameplay - Jan 27, 2020

Crash occurs when the user adds a sublevel to the current level, edits the sublevel's level blueprint, and then attempts to make a new level. The state which triggers the crash seems to be when the ...

MFI Gamepad support on Mac

UE - Platform - Apple - Jan 27, 2020

We are supporting a few controller on Mac (they can be seen in HIDInputInterface.cpp) but since Catalina it is possible to use the same GameController API as in iOS. This is an important feature fo ...

Creating BlueprintActor from EmptyActor produces an Actor with multiple DefaultSceneRoots

UE - Gameplay - Blueprint - Jan 24, 2020

This does not happen with UE4.22. Maybe related to CL#7462096 and CL#7476283. These are fixes for [Link Removed]. ...

EngineSubsystem Deinitialize is not being called

Tools - Jan 24, 2020

UEngineSubsystem::Deinitialize() is not called when closing the editor In addition, (tested only with released 4.24.1)  when recompiling a module using the "Modules" window in the editor the d ...

In Niagara's "CalculateParticleRadius", StaticSwitch Input is connected

UE - Niagara - Jan 24, 2020

This may not compile properly. Should be fixed. ...