Particle systems have frame rate dependent simulations when Min Time Between Ticks is set, and ticking is managed

UE - Niagara - Jun 11, 2019

Managed ticking when combined with Min Time Between Ticks will cause particle velocity to vary depending on frame rate. ...

Instanced Static Mesh instance with negative scale has black lighting

UE - Graphics Features - Jun 11, 2019

[Image Removed] The image above was the results after building lighting.The far right spheres all have negative scaling(-1 on Y) and reverse culling checked and are instanced.The middle set of sphe ...

UUserWidget Parameter in blueprints appears to set the parameter value back to the default value on compile

UE - Editor - UI Systems - Jun 11, 2019

Modifying the default value of a UUserWidget parameter declared in a c++ in blueprints appears to have no effect after compiling. The default value will reset back to "none". Additional info. The ...

UForceFeedbackEffect is only making slight vibration in iOS when value rises from 0 or effect is started.

UE - Platform - Mobile - Jun 11, 2019

UForceFeedback is expected to give vibration just like in the graph of the asset. But only in iOS it is not. It is expected to give continuous vibration following the forcefeedback asset, but only ...

Fail to save level with a Blueprint component containing User Data

UE - Gameplay - Blueprint Editor - Jun 10, 2019

Set World Origin on a Dedicated Server causes Pawn Stuttering

UE - World Creation - Worldbuilding Tools - World Composition - Jun 10, 2019

Setting the World Origin after enabling Multiplayer World Origin Rebasing in the Project Settings causes the Pawn to flicker on movement. Tested in 4.21.2 (CL - 4753647), 4.22.2 (CL - 6574378), 4 ...

Packaged Dedicated Server will not regenerate navmesh around instanced mesh

UE - AI - Jun 6, 2019

The foliage instanced mesh, as well as ISM and HISM components both appears to be unable to export navmesh data for generation once we introduce a change in the contents. This error only shows up in ...

iOS Show External Login UI Blueprint Node fails on new iOS devices

UE - Online - Jun 6, 2019

I have been trying to test iOS online subsystem functionality for my game and thought that this blueprint node was just broken. This bug will probably catch many UE4 developers that are new to iOS b ...

Niagara emitters occassionally don't receive death events

UE - Niagara - Jun 6, 2019

The death events for Niagara emitters on a Niagara System are ignored every few loops. Tested in 4.21.2 (CL - 4753647), 4.22.2 (CL - 6547378), 4.23 (CL - 6859026) ...