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 ...

Editor crashes when changing skeletal mesh if another skeletal mesh component is attached when using master pose node

OLD - Anim - Jan 27, 2020

The crash only occurs if the additional skeletal mesh component is used with Set Master Pose Component (see ToggleAttach function in the TopDownCharacter BP). It doesn't seem to matter what mesh we' ...

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 ...

BP - Nativized build will crash at runtime if a non-nativized child that inherits from a nativized parent containing a ChildActorComponent sets the CAC class to a non-nativized child of a nativized BP class.

UE - Gameplay - Blueprint - Jan 26, 2020

Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...

ARKit: Metal Desktop Renderer + Metal v2.1 = Black View

UE - Platform - XR - Jan 26, 2020

If Metal Desktop Renderer and Metal v2.1 are both active, the AR passthrough camera renders as black. Issue not observed if only 'Metal Desktop Renderer' or 'Metal 2.1' is selected Issue not obs ...

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. ...

Input pins are displayed when "StaticSwitch" is used in "Dynamic Input Script" of Niagara

UE - Niagara - Jan 24, 2020

The pin is missing the checkbox or dropdown to set the switch value on the function call node. It should only look like the screenshot if the switch value is propagated to the next higher caller. ...