Update to AndroidX

Platform - Mobile - Jun 11, 2021

Upgrade to use AndroidX ...

Mouse collision is offset when fullscreen at non-regular resolutions

Tools - Slate - Jun 10, 2021

The source of the issue is differences between viewport resolution and screen resolution. Cursor position is reported w.r.t. screen space, but we need to map that value to the viewport to correctly ...

Add option preventing double startup for desktop platforms

Core - Jun 10, 2021

In release versions of desktop applications, various issues (such as double login) may require implementation to prevent double startup. In order to implement this feature, each developer need to mo ...

Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints (FObjectInitializer::SetDefaultSubobjectClass)

Gameplay - Blueprint Compiler - Jun 10, 2021

Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints.  ...

Two-Sided Material option is initially greyed out and inaccessible when creating a Material Instance

Tools - Material Editor - Jun 9, 2021

When attempting to change the option for Two-Sided Material for a Material Instance, the option is initially greyed out and you cannot change the value. However, if you close out of the Material Ins ...

Masked areas render as black if material uses any virtual texture

Rendering - Jun 9, 2021

Masked materials that sample virtual texture don't function correctly. They render black instead of masked. This happens when there is no depth pre pass enabled. Automatically enabling depth pre p ...

Projects crash after enabling the Panoramic Capture plugin and restarting the editor

XR - Jun 9, 2021

The editor crashes when attempting to open a project that has the Panoramic Capture plugin. Tested in //UE4/Release-4.26 @ CL 15973114 and the editor does not crash when the plugin is enabled, so ...

Hair sampling/aliasing in editor with sequencer

Rendering - Features Teams - Jun 9, 2021

Expose input action from enhanced input component delegates

Gameplay - Input - Jun 9, 2021

From a delegate there is no easy way to access the action that triggered the delegate. Whilst this is mostly inherent (an OnJumped handler implies the Jump action) it would be better to provide dire ...

Dragging control rig Blueprint onto a sequence will fail to create a new spawnable

Anim - Sequencer - Jun 9, 2021

The class FControlRigObjectSpawner is set-up to spawn control rigs from a sequence, but it fails to implement and override for CreateNewSpawnableType, so spawnables can only be created by converting ...