LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming

Rendering - Apr 9, 2019

LOD of Texture on Static Mesh is selected incorrectly when spawned in Sub-Level loaded by Level Streaming. This issue does not occur with Editor play, only with Launch or Packaging and Play. Accordi ...

DrawBoxSweeps does not fully account for rotation

Physics - Apr 3, 2019

DrawBoxSweeps does not account for box rotation when drawing lines between swept vertices, leading to disconnected debug visuals.  ...

Unable to connect to a pixel streaming server via a Web Browser widget on Android

PixelStreaming - Apr 3, 2019

A user has reported that connecting to a Pixel Streaming server results in a failure if you are attempting to do so from a Web Browser widget on Android. When attempting to test this in Main, I was ...

Adding a call to the parent function when executing an inherited multicast event on a client results in the events being called on the client twice

Gameplay - Blueprint - Apr 2, 2019

A user has reported that adding a Parent call to an inherited multicast function causes the event to be called twice if it is executed on a client. Regression?: No This occurred in 4.20 Link to te ...

Comments on Blueprint Interfaces can´t be moved/deleted

Gameplay - Blueprint Editor - Apr 1, 2019

When a comment box is added in a Interface blueprint, it cannot be moved or deleted. ...

Actors with Niagara components don't wait for the system to finish before being auto destroyed

Rendering - Niagara - Mar 29, 2019

UNiagaraComponent does not override IsReadyForOwnerToAutoDestroy, so it always returns true. This gets checked every tick if an actor is set to auto destroy, so actors with Niagara Components do not ...

RepLayout CompareObject should treat weakpointers with different index and serialnumber as different even if both resolve to null

Networking - Mar 27, 2019

When comparing Object references in RepLayout weakpointers that does not share the same index and serialnumber should be considered different even if they both resolve to null. ...

Light baking of a ton of static meshes causes Swarm to crash.

DevTools - Mar 25, 2019

Light baking of a ton of static meshes causes Swarm to crash due to "Index was our of range". I confirmed that it can be reproduced with the sample project they sent us/ The error log I got is... ...

Second player's screen does not render in Split Screen on Android

Platform - Mobile - Mar 21, 2019

The second player's screen in a Split Screen multiplayer session on Android does not render. It remains completely black. This was also an issue prior to 4.15 but was fixed with UE-35204. The fix ap ...