Crash exiting play in vr preview with -Vulkan and Oculus Rift

UE - Platform - XR - Dec 22, 2017

Editor crashes after exiting a play in vr session with -Vulkan enabled Exclusive to Oculus Rift ...

Diffing Tool showing false positive when diff'ing identical blueprints using FText input pin

UE - Editor - UI Systems - Localization - Sep 17, 2019

When diffing the two blueprints, the FText values are deemed different when they are the same. A workaround has been found by doing a pure string-compare for FText inside "GraphDiffControl::ArePinsD ...

Reimport using reset material in the material conflict should rehook to existing matching material

UE - Editor - Content Pipeline - Import and Export - Jan 8, 2020

We currently cannot do this because the material import option are not save in the asset import data, so it search only in the local folder of the reimport mesh, those settings should be saved ...

[Feature Request] Allow include files to be added in custom nodes via separate entry

UE - Rendering Architecture - RHI - Jan 10, 2020

Suggested feature by a licensee and there have been a few use cases recently we've seen. [Link Removed] for vis ...

UMG Calibri font space between characters changes depending on the onscreen size of the textbox containing it

UE - Editor - UI Systems - Jan 14, 2020

Within a UMG Widget Blueprint. Calibri font space between characters changes depending on the onscreen size of the textbox widget containing it. ...

Gameplay Cue Tag Refences doesn't include blueprint nodes

UE - Gameplay - Jan 28, 2020

See this UDN post. ...

Niagara viewport does not adjust exposure when set to auto

UE - Niagara - Feb 11, 2020

The Niagara viewport does not adjust exposure when using the Auto setting for exposure. This is especially pronounced when using physically based values for skylight intensity.  ...

Material slot names are lost when merging SkeletalMeshes

UE - World Creation - Worldbuilding Tools - Merge Actor - Mar 12, 2020

When we use the FSkeletalMeshMerge utility, material slot names are lost on the resulting mesh. We should at least transfer the first slot name found for a given material. ...

Returning the base class type by literal value in a base class function will return a different value in a child class when it's nativized.

UE - Gameplay - Blueprint - Apr 27, 2020

If a base class function returns its own class as a literal value, the nativization process will emit the literal term as "GetClass()" rather than as the actual value (e.g. UBPBase::StaticClass()). ...

Staticmesh "Reimport+LODs" do not recover the material ID for custom LOD

UE - World Creation - Worldbuilding Tools - HLOD - May 8, 2020