Post Process Volume Priority Doesn't Affect Post Process Materials

Rendering - Sep 17, 2018

Post process volume priority doesn't affect post process materials. Found in 4.19 CL# 4033788, 4.20 CL# 4302132, and 4.21 CL# 4369303 ...

Inconsistent Red X icons when using World Composition

Tools - World Composition - Sep 20, 2018

This issue takes a few attempts to repro. Sometimes when saving the icons will remain normal, but other times a red X will be displayed instead. Opening up the Level that is displaying the X and re= ...

LookAt AimOffset Animation node does not interpolate with it's Blendspace

Anim - Oct 29, 2018

The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...

Walking on a movable TG_PostUpdateWork produces incorrect component positions

Gameplay - Player Movement - Dec 5, 2018

When an actor set to movable and ticking with TG_PostUpdateWork is walked over, the character's capsule component position is incorrect during movement. ...

Structures don't save map elements that point to an asset reference

Gameplay - Mar 15, 2019

Adding map elements to a structure does not retain the information after saving and closing the project. This only appears to happen after you add a considerable number of Map containers inside a st ...

Niagara System Doesn't Update Mesh Renderer If Static Mesh is Changed in the Emitter

Rendering - Niagara - Mar 20, 2019

The Niagara System doesn't update the mesh renderer If the Static Mesh is changed to an Imported Mesh in the source emitter Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL#  5470758 ...

Niagara Ribbons using Two Sided materials are incorrectly lit

Rendering - Niagara - Apr 15, 2019

Two Sided materials are lit incorrectly on Niagara ribbons. The sides will be flipped of how they should be. ...

High-Poly Meshes with DistanceToNearestSurface is Completely White

Rendering - May 14, 2019

The distance field materials do not work on a High Poly mesh.   Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6063286, 4.23 CL# 6398642 ...

Non-public BlueprintCallable function calls do not compile in a nativized Blueprint.

Gameplay - Blueprint - Jun 17, 2019

A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...

Playing as a Pawn that is a Duplicate of a Blueprint Class doesn't create an Attribute Set

Gameplay - Oct 1, 2019

Creating a duplicate of a Blueprint class that has an AttributeSet seems to be interfering with the creation of the AttributeSet. ...