Crash when Enabling HDR in a Standalone Fullscreen Game

UE - Graphics Features - May 22, 2019

Enabling HDR with the r.HDR.EnableHDROutput command causes a crash in fullscreen standalone as well as packaged projects. This only happens with HDR monitors, following the same steps on a monitor t ...

Pivoting around an object does not appear to work when piloting an object in the editor

Tools - May 21, 2019

The pivoting feature (Alt + Left mouse button) appears to have been remove when piloting objects in the editor ...

AnimCurveCompressionSettings is reset to CompressedRichCurve at editor startup

OLD - Anim - May 21, 2019

AnimCurveCompressionSettings's codec is reset to CompressedRichCurve when user open the project, so user can not keep the state changed to UniformlySampled. The following code in the constructor of ...

Smart Nav Links created via Load Level Instance are broken, but Simple Nav Links are fine

UE - AI - May 20, 2019

Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...

Arrays of Soft Object local variables are not captured for reference graph

UE - Gameplay - Blueprint - May 20, 2019

This bug comes from https://udn.unrealengine.com/questions/492861/view.html and is a very similar problem to [Link Removed] The issue is that the code that harvests soft object references stored in ...

Separate downsampled translucency manually updates the view uniform buffer without invalidating the cached view.

UE - Rendering Architecture - RHI - May 20, 2019

In TranslucencyRendering.cpp, FDeferredShadingSceneRenderer::RenderTranslucency, the following code: FViewUniformShaderParameters DownsampledTranslucencyViewParameters; SetupDownsampledTranslucenc ...

FCanvasTriangleRendererItem relies on BaseVertexIndex not being zero.

UE - Rendering Architecture - RHI - May 20, 2019

The root of this issue is that FLocalVertexFactory is doing manual vertex fetch in the shader. In HLSL, this relies on SV_VertexId. In GLSL, it's gl_VertexId. HLSL does not include the base vertex i ...

Surface snapping attached actors cause unexpected behavior

Tools - May 17, 2019

Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...

Action RPG- ARPG CharacterBase::GetHealth() Null Crash

Docs - Samples - May 16, 2019

In Action RPG Sample, NPC Blueprints "NPC_Goblin_Level_01,02.03"  cannot be Duplicated.   Crash results lead to ARPGCharacterBase.Cpp Get Health function. float ARPGCharacterBase::GetHealth() const ...

The screen will be darker than other platforms(Android,PC/Mac preview) on IOS if both MSAA and MobileTonemapperFilm enabled

UE - Platform - Mobile - May 16, 2019

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