Light Function Material with Volumetric Fog Causes Screen-Space Banding

Rendering - Features Teams - Jul 12, 2018

With a light function being used on a light and volumetric fog enabled if you move the camera around it will cause screen-space banding at the edges of the screen. Found in 4.19 CL# 4033788, 4.20 P ...

Beam Emitter Does Not Use Local Space

Rendering - Cascade - Jul 11, 2018

The Beam Emitter does not use local space, and you cannot check “Use Local Space“ in Required module. Found in 4.19 CL# 4033788, 4.20 Preview 5 CL# 4173640, 4.21 CL# 4199311 ...

Promote to variable does not pass it's default value to child actors when promoted from a value that is not an engine default

Gameplay - Blueprint - Jul 11, 2018

When using the feature "promote to variable" on a pin that represents a value that is not an engine default (Example: Floats = 0.0, Booleans = False, ect..), that default value (for the variable tha ...

When Creating a widget that is used for the default drag image it starts in the top left and slides to the mouse position

Tools - UMG - Jul 10, 2018

Default drag image appears to be offset when using a widget that is created just prior to clicking and dragging. The image starts in the top left and then slides towards the mouse. ...

Editing Instanced Subobjects on a Parent BP may change unrelated Instanced Subobjects on a Child BP

Gameplay - Blueprint Editor - Jul 10, 2018

Child Blueprints with instanced subobjects inherit changes made by the Parent Blueprint's instanced subobjects, regardless of what property they are assigned to. Tested in 4.18.3 (CL - 3832480), ...

Web browser widget does not receive input when used in a widget component on Android

Tools - UMG - Jul 9, 2018

Web browser widgets to not receive input when used in a widget component on Android devices Update: Oculus Quest devs attempting to implement and interact with the web browser widget via widget i ...

Changes made to default values in a subobject nested within a subobject are not propagated to child Blueprints

Gameplay - Blueprint - Jul 6, 2018

When a Blueprint contains multiple layers of nested subobjects, any subobjects below the top-most layer do not have changes to their properties propagate to child Blueprints. See attached project (c ...

White Artifacts on the Edges Static Meshes with MSAA enabled

Rendering - Features Teams - Jul 6, 2018

White artifacts will appear on the edges of static meshes with MSAA enabled. If you change to deferred shading the issue is still there however it is less noticeable. Similar to UE- Founding in ...

Scale box affects all children in a parent container widget when setting User Specified Scale

Tools - UMG - Jul 5, 2018

When a scale box is the the first child of a container widget, setting the user specified scale to 0 will affect all other widgets in the same parent container. ...

Foliage is Offset When Streaming Existing Levels From World Composition

Tools - Foliage - Jul 3, 2018

Streaming an existing level that used World Composition places the landscapes in the correct spot, but any foliage tied to that landscape is placed on the landscape tile at 0,0 instead of its corres ...