Removing a parameter from a blueprint function in a library can cause actor classes calling it to lose their parent or instance data

UE - Gameplay - Blueprint - Oct 4, 2018

Compile errors caused by an actor calling a function with something hooked up to a removed parameter can cause that actor to lose it's place in the hierarchy. Typically, the actor will be fixed once ...

Set functions in UWindDirectionalSourceComponent are not exposed to be called from code

UE - Gameplay - Components - Oct 4, 2018

None of the Set functions in the UWindDirectionalSourceComponent are able to be called from code. The functions can be called from Blueprint, but without the ENGINE_API macro, none of the functions ...

Ensure Occurs When Using Russian Letters In a Text Variables

UE - Gameplay - Oct 4, 2018

The Editor will hang when using Russian characters for a text variable in a Blueprint. It seems to occur when using the character "л" is used. Only seems to occur once in a project. Found in 4.19 C ...

AssetManager does not correctly call delegates if bShouldUseSynchronousLoad is true

UE - Gameplay - Oct 3, 2018

There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...

The Compile Single File option in UnrealVS fails if there is a space in the path to the Engine's root folder

UE - Foundation - Cpp Tools - Oct 3, 2018

The Compile Single File option in UnrealVS fails if the Engine is located in a directory where there is a space somewhere in the path to the Engine's root directory. REGRESSION: No ...

LLDB 2-byte char data formatter script fails in Android Studio

UE - Platform - Mobile - Oct 3, 2018

Android Studio does not properly parse the UE4DataFormatters_2ByteChars.py distributed in 4.20. ...

x86 and x64 architectures fail to compile on Android with NDK14b+

UE - Platform - Mobile - Oct 3, 2018

x86 tries to compile as 64-BIT (get an error that sizeof(void *) != 4, and x86_64 fails to find wchar.h. ...

Foliage Lightmaps Are Incorrect When Using a Precomputed Lighting Scenario

UE - Graphics Features - Oct 2, 2018

Foliage lightmaps will not match properly to the lighting when using a lighting scenario. They will look normal if you select the Foliage tool but in PIE they will still be incorrect. Working as ex ...

Blueprints with accent characters fail to open when converted from 4.19 to 4.20

Tools - Oct 2, 2018

Any Blueprint with accents in the name, coming from 4.19 won't open in 4.20. Double clicking the asset, trying to right click asset, results in no actions. When loading the project this message app ...