Crash when duplicating multiple components at once

UE - Gameplay - Blueprint - Apr 4, 2019

When duplicating multiple components at once it appears to crash the editor. Regression: Yes, this appears to be working in the previous version of the engine (4.21.2-4753647) ...

RF_WasLoaded is set to False in PIE for instances of a Blueprint if the Blueprint is recompiled

UE - Gameplay - Blueprint - Apr 5, 2019

The RF_WasLoaded flag is set to false for Blueprint instances in PIE if the Blueprint is edited and compiled. This is fixed by saving the level which is a simple workaround but this should be needed ...

DrawBoxSweeps does not fully account for rotation

UE - Simulation - Physics - Apr 3, 2019

DrawBoxSweeps does not account for box rotation when drawing lines between swept vertices, leading to disconnected debug visuals.  ...

FActorPriority::Priority can overflow, resulting in incorrect priority values

UE - Networking - Apr 2, 2019

With large values of delta time, the Priority value in FActorPriority can overflow when using the constructor that takes Time as a parameter. ...

Audio Capture Timecode Provider asserts if no source device can be found.

FLinearTimecodeAudioCaptureCustomTimeStepImplementation::Init() asserts if no source device can be found. It should gracefully fail instead. ...

Scroll bar thickness is unaffected when set below 4

UE - Editor - UI Systems - Apr 9, 2019

Scroll bar thickness is unaffected when set below 4. There appears to be a minimum size in place that prevents the scroll bar from being set to a size lower than 4 ...

LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming

UE - Graphics Features - Apr 9, 2019

LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming. This issue does not occur with Editor play, only with Launch or Packaging and Play. Accordi ...

Editor crashes when connecting Eye Adaptation to Base Color

UE - Graphics Features - Apr 11, 2019

This problem occurs when we use the Eye Adaptation node for calculations. Also, it does not seem to happen in 4.21. ...

Crash when save the blueprint function variable that set the StringTable asset

UE - Foundation - Core - Apr 17, 2019

This issue doesn't crash in 4.21. It is rewritten as GIsSavingPackage = true in UPackage::(Save() when Blueprint is saved, but it's rewritten as false in 4.21. Workaround Do not set the String Tab ...

Physics/Animation blending does not update collision

UE - Simulation - Physics - Apr 16, 2019

Setting bodies physics blend weight, blends an animation with physics simulation but does not update the collision bodies to match as is expected, instead the collision bodies are at their fully sim ...