Implement FindCollisionUV for Landscapes

UE - LD & Modeling - Terrain - Landscape - Aug 20, 2019

Issues with ProceduralMeshComponent

UE - LD & Modeling - Modeling Tools - Mesh Editing - Aug 21, 2019

Licensee reported issues with ProceduralMeshComponent, which were solved by changing the plugin loading phase from Default to PreDefault. Also reports unspecified issues with running game builds. ...

HDRI Backdrop Actor not working on mobile

UE - Platform - Mobile - Sep 26, 2019

The new HDRI Backdrop actor does not appear to be functioning on mobile. ...

Crash opening FaceARSample on iOS

UE - Platform - XR - Jul 26, 2019

FaceARSample is crashing as soon as it is opened on iOS. Tested on a iPhoneXS 12.4.  Regression: Yes I was able to get FaceARSample on the same device the previous release 4.22. ...

GetClassDefaults node retains 'hidden' references to original default.

UE - Gameplay - Blueprint - Oct 9, 2019

Need to add calls to Super::PinConnectionListChanged() and Super::PinDefaultValueChanged() in K2Node_GetClassDefaults.cpp. ...

[Feature Request] New InstancedStaticMeshComponent API: Add Multiple Instances

UE - LD & Modeling - Terrain - Landscape - Oct 24, 2019

Licensee says that adding multiple InstancedStaticMeshComponent instances can be very slow (main bottleneck being the physics building). I think there's a good case for a method something like:   ...

Comments in PO files are transient

UE - Editor - UI Systems - Localization - Oct 30, 2019

Comments in PO files can currently be preserved, however they're not actually imported into our archive files, which means they're reliant on the PO files never being lost (or being generated via so ...

[Feature Request] Validate resource lifetimes in Mesh Draw Commands to help debug dangling pointers.

UE - Graphics Features - Nov 22, 2019

Mesh draw commands don't hold strong references to resources. When caching mesh draw commands, their lifetimes can match the parent scene proxy, which can be very long. This increases the chance tha ...

StaticMesh reimport from a fbx containing multiple meshes can pick the wrong mesh

UE - Editor - Content Pipeline - Import and Export - Dec 10, 2019