Ensure Occurs When Using Russian Letters In a Text Variables

UE - Gameplay - Oct 4, 2018

The Editor will hang when using Russian characters for a text variable in a Blueprint. It seems to occur when using the character "л" is used. Only seems to occur once in a project. Found in 4.19 C ...

Default Values missing from Local Variables in Blueprint Actor Construction Script

UE - Gameplay - Sep 19, 2019

Specific to the Blueprint Construction Script, Local Variables cannot have their value set in the Editor, because the "Default Value" section of the Details tab will never appear. This only affects ...

Crash When Setting a Bool in a Niagara Parameter Collection via Blueprint

UE - Niagara - Feb 26, 2019

The Editor will crash when setting a bool in a Niagara Parameter Collection via Blueprint. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 5159901, 4.23 CL# 5194133 ...

Eye Adaptation Material Node Only Functions in Surface Material Domain

UE - Graphics Features - Apr 24, 2019

The Eye Adaptation material node only functions in Surface Material Domain. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 5660361, and 4.23 CL# 6074473 ...

Particle Systems Feed Broken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled

UE - Niagara - Jul 11, 2019

Particle Systems Feed Boroken Values to Dynamic Parameters in Materials with Instanced Stereo Enabled Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, ...

Draw at desired size does not return to being false when unchecked

UE - Editor - UI Systems - Aug 4, 2017

When setting "draw at desired size" for a widget component to true, the "Draw size" will no longer respond to input. ...

Instanced Properties create temporary references on child objects in Blueprints

UE - Gameplay - Blueprint - Nov 29, 2017

When an object whose class has the EditInlineNew specifier is added to an instanced property, any children of the blueprint will have a reference to the same object that was created for the instance ...

Depth Fade Material + Mobile HDR Disabled does not work with OpenGL 3.1 on Oculus Go

UE - Platform - Mobile - Dec 28, 2018

"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to [Link Removed] however disabling Separate Translucency or calling  r.M ...

Contact Offset no longer appears to have an effect

UE - Simulation - Physics - Jan 15, 2019

When modifying the contact offset in a project it appears to have no effect. The setting that worked in a previous engine version (4.19) now collide in the same way as the default settings. ...

Project configured to spawn Niagara system via Character blueprint in a Code project fails to Cook, then crashes project on open

UE - Niagara - Mar 7, 2019

Project configured to spawn Niagara system via Character blueprint in a Code project fails to Cook, then crashes project on open Discovered when verifying [Link Removed] (also similar to [Link Remo ...