Post Processing continues to affect Sprites after project setting defaults are disabled and all volumes and cameras' settings are disabled

UE - Graphics Features - Nov 19, 2014

After disabling the defaults in Project Settings > Rendering > Default Postprocessing Settings, disabling all GlobalPostProcessSettings volumes, and setting the Post Process Blend Weight in the play ...

Importing low key frame animations with custom attribute curves have their keys offset affecting pose asset generation

OLD - Anim - Sep 9, 2016

When creating a pose asset based on an animation and curves with a low number of keyframes if you switch between the pose assets poses, the curves will not be correctly timed with the animation beca ...

Crash upon launching packaged game with Share Material Shader code enabled

UE - Graphics Features - Oct 27, 2017

When launching a packaged game that has Share Material Shader Code enabled, the process will crash before opening. Regression?: Yes This issue does not occur in 4.17.2-3658906+++UE4+Release-4.17 Th ...

Crash upon using EComparisonMethod as a variable in a struct

UE - Gameplay - Blueprint - Jul 17, 2017

Having a variable of the type EComparisonMethod inside of a struct causes the editor to crash. This could be due to the variable being as part of the Development folders in code. Attempting to repro ...

Light Propagation Volume Occlusion Intensity not working as intended

UE - Graphics Features - Oct 26, 2017

Light Propagation Volume Occlusion does not affect scene as it should. The workaround in 4.17.2 is to disable DBuffer decals which will enable the Light Propagation Volume Occlusion. Occurs in 4.1 ...

RadialForceComponent ignores collision of Object Type set in Collision Presets if component is initialized in C++

UE - Gameplay - Jul 28, 2016

When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...

Moving a Copy of an Actor from Persistent to Sublevel Dirties Persistent Level

Tools - Aug 18, 2017

Using Alt-Drag to move a copy of an actor from the persistent level to a sublevel (when the sublevel is selected as the current level in the Levels window), the persistent level is getting marked as ...

Crash on play if a BP uses a ClearInstances node followed by an AddInstance node

UE - Graphics Features - Jul 21, 2017

Crash on play if a BP manipulates a InstancedStaticMeshComponent by using a ClearInstances node followed by an AddInstance node. This is a blocker for the licensee. This is a regression: Working ...

Landscape Change Component Size Tool removes foliage from landscape

UE - World Creation - Worldbuilding Tools - Foliage - Dec 12, 2017

Foliage painted onto a landscape will disappear when Sections per Component is changed from 1x1 to 2x2. Affects 4.17.2 CL 3658906, 4.18.2 CL 3794801, 4.19 Main Possible Workaround is to set the Re ...