MAC: Drop Down Menus Continuously Flicker (In Certain Conditions)

UE - Editor - UI Systems - Slate - Nov 4, 2015

Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...

Crash when loading the tutorials for 'Landscape Painting Mode' and 'Landscape Sculpting Mode'

Tools - Jun 6, 2017

A crash occurs when starting either the Landscape Painting Mode or Landscape Sculpting Mode tutorials. It crashes even if a landscape is already in the level. This is similar to [Link Removed], h ...

Deleting reference variable will result in unusable picker appearing on resolve nodes

UE - Gameplay - Blueprint Editor - Feb 11, 2019

REGRESSION: No When deleting a reference variable, any resolve node pins using it will have a picker added, which won't have anything listed in their dropdown. This isn't consistent with what happ ...

Motion Blur Applied Incorrectly in Ortho SceneCapture2D

UE - Graphics Features - Jul 5, 2019

Motion Blur is applied incorrectly in a SceneCapture2D set to orthographic perspective. Works as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 CL# 7208101, and 4.24 CL# 7223946 Thi ...

Actor loses attach component when parent actor goes in and out of relevancy

UE - Networking - Jun 17, 2019

As described in the linked UDN, non-replicated components aren't being hooked up properly after an actor goes out & back into relevancy. The proposed fix sounds correct, calling MoveMapedObjectToUnm ...

Incorrect data type in FDumpFPSChartToEndpoint::DumpChart()

UE - Foundation - Core - Jul 11, 2019

The TotalTime variable in the FDumpFPSChartToEndpoint::DumpChart() function has recently been changed to int32 when it should be double. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 ...

Static Mesh flicker in Player Collision Viewmode

UE - Graphics Features - Aug 8, 2019

All UCX_geometry that have bounds larger than its geometry flicker when in Player Collision Viewmode. Tested in: 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P5(CL - 7838574), 4.24 (CL - 786 ...

USkinnedMeshComponent::PredictedLODLevel can be set below MinLOD

UE - Anim - Rigging - Aug 12, 2019

 Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...

Ray Traced Ambient Occlusion Uses Resources Even if AO Intensity is 0

UE - Graphics Features - Lumen - Aug 22, 2019

Ray traced Ambient Occlusion is still active even when Ambient Occlusion Intensity is set to 0 in the Post Process Volume. Found in 4.22 CL# 7053642, 4.23 CL# 8115738, 4.24 CL# 8124506 ...

Attachment rules in Level Sequencer are broken

UE - Anim - Sequencer - Oct 2, 2019

The Attach track attachment rules seems to have no effect when selecting "Snap to Target" and playing the sequence. This was reported and tested in 4.23 (CL-8386587). This was reproduced in 4.22.3 ...