After loading a SubLevel from the PersistentLevel of WorldComposition, the offset of WorldComposition is applied when loading the SubLevel alone

UE - World Creation - Worldbuilding Tools - World Composition - Aug 30, 2018

When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...

Modifying collision shapes on a Skeletal Mesh with multiple cloth assets crashes

UE - Simulation - Physics - Character - Aug 30, 2018

For skeletal meshes with multiple cloth assets in use, modifying any of the bone's collision body setup in the physics asset causes a crash.  ...

Actors in TMap Blueprint Properties are not copied properly for PIE

UE - Foundation - Core - Sep 4, 2018

Actors that reside in TMap blueprint variables refer to the Editor actors not the copied UEDPIE actors (that we'd expect) when accessed in PIE. This is not the case in standalone; this only occurs f ...

Large UMG Blueprint widget trees can lead to very long compile times when packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Sep 10, 2018

Licensee reports very long C++ compile times during packaging after nativizing a UMG Blueprint asset containing a very large and heavily-nested widget animation hierarchy. The support thread outlin ...

Navigating the Editor on Linux with a Wacom Tablet is difficult

UE - Platform - Linux - Sep 17, 2018

Movement is quite sporadic and jumpy when using a Wacom Tablet to navigate the Editor on Linux. The Editor pans and zooms in and out really quickly with the slightest of movements. This was report ...

Remote standalone build of a project fails due to incorrect path to project's Info.plist file

UE - Foundation - Cpp Tools - Automation Tool - Sep 17, 2018

Attempting to use UAT on Windows to remotely create a standalone build of a project for Mac fails in 4.19. The error message indicates that it cannot find part of the path to the project's Info.plis ...

Support for 16-bit precision for positions in vertex buffer

UE - Graphics Features - Sep 7, 2018

Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...

Prevent LevelScriptActor destruction from actor channel close

UE - Networking - Sep 18, 2018

LevelScriptActor can be destroyed from a channel close on the client before the associated level is removed from the world, which prevents proper cleanup of the network driver. We should look into ...