Left and Right eye render Ambient Occlusion differently

UE - Platform - XR - Jan 18, 2019

Ambient Occlusion appears to render differently in each eye when using the oculus rift. This give the user a cross eyed feeling ...

Renaming a folder that contains a read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync

Tools - Jan 17, 2019

Renaming a folder that contains a Read-only asset from the Sources Panel causes the Content Browser and Sources Panel to desync. This causes the original folder (which should still exist since the E ...

Ensure on open if custom Project Setting has a reference to a Blueprint that constructs an object

UE - Gameplay - Blueprint - Jan 16, 2019

An ensure is thrown when opening a project if a custom Project Setting has a reference to a Blueprint that constructs an object. The ensure can be found in the Callstack section below. Regression?: ...

GPU Particle Preview Flickering with Distance Field Collision

UE - Niagara - Jan 15, 2019

When switching from Scene Depth Collision to Distance Field Collision for a GPU particle system the preview window flickers, but returns back to normal when switching back to Scene Depth. Found in ...

IOS force feedback strength does not increase

UE - Platform - Mobile - Jan 15, 2019

Force feedback does not strengthen when expected on IOS. It stays the same regardless of where the pawn is on either the red or yellow squares. Tested on 9753_iPhone 7+ 12.0.1 and 16021_iPhone XS ...

ComponentSweepMulti returning incomplete HitResults

UE - Simulation - Physics - Jan 14, 2019

ComponentSweepMulti sweeps each shape of a component, however resets OutHits at the start of a new shape, losing the prior hits, only returning the hits of the last shape swept. This is a regressio ...

Seamless Travel creates Pawns for controllers that it shouldn't

UE - Networking - Jan 14, 2019

Seamless Travel creates Pawns for controllers that shouldn't have a pawn created for them. This only happens is Seamless Travel is enabled. Regression?: No This occurs in 4.20 ...

EnableGameSound in PIE settings won't work after LoadMap is called

Tools - Jan 11, 2019

When PIE is started with the Enable Game Sound box unchecked, we set master volume to 0 to mute game sounds. However, any call to LoadMap will both flush the audio device and set the volume back to ...