Unable to run UE4Editor using the -SM4 commandline argument

Rendering - Nov 16, 2018

Attempting to run the UE4 Editor using SM4 causes an error to popup stating that "A Feature Level 5 video card is required to run to Editor. AvailableFeatureLevel = SM4, ShaderPlatform = PCD3D_SM4" ...

IOS 11 Freezes When Generating Particles Using SphereMask

Platform - Mobile - Nov 16, 2018

When playing a particle using SphereMask, iOS 11 device terminal freezes.This issue is not a crash, it's screen freeze. Reproduced deviceiphoneX :iOS 11.4.1iphone7 :iOS 11.4.1 Not reproduced devic ...

Force Feedback appears to run in the background on some android devices

Platform - Mobile - Nov 15, 2018

When forcing the app to the background the force feedback will continue on some android devices. This was reproduced on the samsung nexus 5 by clicking the home button while running force feedback i ...

Converting an Actor to spawnable/possessable in Sequencer makes it lose its position in the Track Panel.

Sequencer - Nov 15, 2018

Converting an Actor to spawnable/possessable in a Sequence causes it lose its position in the track panel. If the Actor was in a folder it will need to be added back to that folder. This was report ...

Culling for child meshes do not update when using a Master Pose Component

Anim - Animation - Nov 15, 2018

Child meshes bounds location does not appear to update when the parent mesh's location is changed when using a master pose. ...

.glTF importer crash

Enterprise - Nov 14, 2018

Enabling the gLTF plugin and trying to import a glTF asset results in a crash. ...

UCanvasPanelSlot::PostEditChangeChainProperty does not call Super function

Tools - UMG - Nov 13, 2018

UCanvasPanelSlot::PostEditChangeChainProperty not only does not call its Super function unless the anchor node has been set, but it calls Super:: PostEditChangeProperty instead PostEditChainProperty ...

Instance static mesh instances are reset to zero when moving actor between levels (via move actor to current level)

Tools - Nov 13, 2018

When moving an instance static mesh between sublevels the number of instances being used will be set to zero. This happens when an empty actor is added to the level and then has an instance static m ...

Dynamic NavMesh disappears when loading/unloading SubLevels

Gameplay - AI - Nov 9, 2018

A DynamicNavMesh within a NavMeshBoundsVolume placed in a SubLevel will disappear if loading/unloading another SubLevel that has completely nothing to do with the DynamicNavMesh. Using a setup with ...