Get Hit Result Under Finger by Channel appears to return the wrong location on MAC during PIE

UE - Platform - Apple - May 11, 2018

The location give by the Get hit result under finger by channel appears to be affected by screen size on Mac. When clicking an area in the level, it does not always return the area under the finger ...

Custom Stencil/ Depth not working on GeometryCache actors

UE - Editor - Content Pipeline - Import and Export - Jul 10, 2018

When using a custom stencil on GeometryCache actors it does not work in editor or render pass. Found in 4.20 Preview 5 CL# 4173640 and 4.21 CL# 4198240 ...

Player/Visibility Collision Doesn't Work with InstancedStaticMesh

UE - Simulation - Physics - Jul 24, 2018

Player/Visibility Collision doesn't work with InstancedStaticMesh or HierarchiInstancedStaticMesh components.  Found in 4.19 CL# 4033788, 4.20 CL# 4212847, 4.21 CL# 4221482 ...

Cube Render Target "Size X" Is Being Set as Y

UE - Graphics Features - Jul 30, 2018

The cube render target "Size X" is being set as Y.  Found in 4.19 CL# 4033788, 4.20 CL# 4233996, and 4.21 CL# 4234136 ...

Volumetric Lightmap Holes Appear Every Fifth Build

UE - Graphics Features - Sep 11, 2018

Volumetric lightmap holes appear every fifth build.  Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4348893 ...

Merged Instanced Static Meshes (Merge Actors tool) not visible when duplicated

UE - World Creation - Worldbuilding Tools - HLOD - Sep 19, 2018

Instanced Static Mesh Actors created with (new in 4.20) ISM Merge tool do not immediately appear when duplicated. Confirmed in 4.21 Main @ CL 4374913 ...

Digital Human Missing PhotorealEyeGeo StaticMesh

Docs - Samples - Nov 2, 2018

The static mesh "PhotorealEyeGeo" does not show up in the 4.20 version of this sample project. Found in CL# 4369336 and 4.21 CL#4534309 in the game-dev launcher This is a regression. ...

Adding a Pass By-Reference input parameter to an event dispatcher is allowed, but causes a warning when called.

UE - Gameplay - Blueprint - Nov 19, 2018

You can add a pass-by-reference input variable to an Event Dispatcher, but it will will result in compile warnings, and changes to that input will not affect the value of the variable in the caller. ...

Niagara Component is considered for GetActorBounds With "Only Colliding Components" Enabled

UE - Niagara - Dec 27, 2018

Niagara Component is considered for GetActorBounds With "Only Colliding Components" Enabled. Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4666322 ...

Wheeled vehicle movement is jittery on clients

UE - Simulation - Physics - Jan 29, 2019

Vehicle movement is jittery on clients. This is most apparent when turning while driving. This was also tested in a packaged game with local multiplayer setup. Regression?: Yes This does not occur ...