ApplicationReceivedScreenOrientationChangedNotificationDelegate does NOT work properly on Android

Platform - Mobile - Aug 5, 2019

ApplicationReceivedScreenOrientationChangedNotificationDelegate supports iOS but not Android. Probably, Java_com_epicgames_ue4_GameActivity_nativeOnConfigurationChanged should be useful for fix thi ...

FPhysicsInterface_PhysX::LineTrace_Geom fails for welded bodies

Physics - Aug 2, 2019

FPhysicsInterface_PhysX::LineTrace_Geom does not properly respond to welded child bodies. ...

The packaged build of a project that has a strong pointer initialized to nullptr immediately closes on launch

Core - Aug 2, 2019

When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...

Severe ghosting on animated objects when camera stops moving in sequences when using path tracer

Rendering - Ray Tracing - Aug 2, 2019

Pixels seem to stop updating in the path tracer when a camera stops moving in sequence. Old color values from objects that have moved seem to still affect pixels they should not.  ...

Dependent modules, compiled from editor, link to wrong versions

Platform - Linux - Aug 2, 2019

The project consists of 2 modules, "ReloadBug" and "DependentModule." DependentModule has a one-way dependency on ReloadBug, and ReloadBug is the primary game module. On module load, DependentModule ...

RSTP Stream does not appear to work with Media Streaming source assets

Media Framework - Aug 2, 2019

It appears that RSTP streams do not work in editor when used with a Stream Media Source asset. ...

Possessing and Unpossessing a Pawn when using NetCulling causes the Client to lock up

Networking - Aug 1, 2019

In this test bench, they are using a APawn with a custom replicated Movement Component rather than using a ACharacter and they are getting a different result that ends up in a permanent softlock of ...

Interpolators of Particle Dynamic Parameters Need "nointerpolation".

Rendering - Niagara - Aug 1, 2019

Regardless Niagara or Cascade, dynamic parameters for particles are passed to pixel shaders from vertex shaders via InterpolantsVSToPS. It can cause a precision error on some materials, for example ...