The Bind Event node created from a blueprint dispatcher is different from the one created from the context menu

UE - Gameplay - Blueprint - Sep 10, 2019

Adding a Bind Event node in different ways can create nodes with identical names (Bind Event to <Dispatcher>), but under the hood they are actually different nodes. Easiest evidence is that they ha ...

Material Billboard Renders Incorrectly In Splitscreen

UE - Graphics Features - Sep 10, 2019

In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...

OnHit not firing when capsule collider passes onto very close and same height mesh

UE - Simulation - Physics - Sep 10, 2019

When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...

"Enable Stencil Test" Mobile crash

UE - Graphics Features - Sep 10, 2019

A material with 'enable stencil test' will crash on mobile. Enable Stencil Test is a new option in materials as of 4.23 Confirmed with OpenGL 3.1 + 2 and Vulkan on Pixel XL Also Crashes on iOS ...

UAnimSequenceBase::GetNumberOfFrames off by 1

OLD - Anim - Sep 10, 2019

Creating a montage from a default frame rate and rate scale sequence reports 1 less frame than the sequence. The difference is a result of UAnimSequence overriding UAnimSequenceBase::GetNumberOfFram ...

Android Studio adds testOnly=true to APKs it builds

UE - Platform - Mobile - Sep 10, 2019

If you open the build.gradle in Android Studio and debug, Android Studio will automatically add testOnly=true which makes it difficult to iterate with the editor since -t is needed when installing a ...

Import From Animation Root option on transform tracks creates a new absolute transform track

UE - Anim - Sequencer - Sep 9, 2019

Importing root motion onto a transform creates a new absolute track, which can blend unexpectedly with existing transforms.  ...

Crash: Landscape Materials Missing on Shipping and Development Packaged Builds

UE - Foundation - Core - Sep 9, 2019

When running a packaged build of a project with a level with a landscape that has a material assigned it will crash (shipping build) or not retain the assigned material (development build). There i ...

Invalidation box inside of scale box can cause jittering when using split anchors

UE - Editor - UI Systems - Sep 9, 2019

When using a combination of Scale box, Invalidation box, and split anchors it can cause the child widget(S) of the invalidation box to jitter/shake. ...

Material rendering incorrectly when using DepthFade on iOS

UE - Platform - Mobile - Sep 9, 2019

This issue only occurs on iOS and does not reproduce on Windows or Android. I have seen that the SceneDepth value of the DepthFade node may not be compared correctly. ...