Static Mesh flicker in Player Collision Viewmode

Rendering - Aug 8, 2019

All UCX_geometry that have bounds larger than its geometry flicker when in Player Collision Viewmode. Tested in: 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P5(CL - 7838574), 4.24 (CL - 786 ...

The "Random Integer in Range from Stream" returns the same value if the seed is power of 2 of anything above 22.

Core - Aug 7, 2019

When using the "Random Integer in Range from Stream" where the seed is a power of 2 after a certain point (2^22) the random integer that is returned is the always the same. If the seed is 2^23 + 1 i ...

ToggleDebugCamera Console Command doesn't disable an enabled DebugCamera

Gameplay - Aug 5, 2019

The "DisableDebugCamera" node and the "ExecuteConsoleCommand" node with "ToggleDebugCamera" in the Command field do not disable an enabled Debug Camera. Found in 4.22.3 CL#7053642 Reproduced in 4.2 ...

ApplicationReceivedScreenOrientationChangedNotificationDelegate does NOT work properly on Android

Platform - Mobile - Aug 5, 2019

ApplicationReceivedScreenOrientationChangedNotificationDelegate supports iOS but not Android. Probably, Java_com_epicgames_ue4_GameActivity_nativeOnConfigurationChanged should be useful for fix thi ...

The packaged build of a project that has a strong pointer initialized to nullptr immediately closes on launch

Core - Aug 2, 2019

When a strong pointer is set to null the packaged build of the game will immediately close. No crash logs were were made and no Saved folder was made (<Project Name>/Saved/Logs). An example project ...

Physics replicates incorrectly on the Client-Side on sloped surfaces

Networking - Jul 30, 2019

Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...

The MultiGate Node can have more than 32 output pins

Gameplay - Jul 22, 2019

The MultiGate Node is able to have more than 32 output pins. Found in 4.22.3 CL#7053642 Reproduced in 4.21.2 CL#475421, 4.23 Preview 2 CL#7321677, 4.24Main CL#7473682 ...

Sharing Material shaders wastes memory and disappears from the memreport

Rendering - Jul 18, 2019

Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

On static mesh import correctly named materials in project aren't automatically applied

Tools - Import - Jul 16, 2019

When importing a static mesh into a project with the appropriately named materials in it already they won't apply to the mesh automatically when setting Search Location to All Assets without being i ...