Streaming levels loses static meshes coordinates and mesh references

Gameplay - May 28, 2019

Streaming levels loses static meshes coordinates and mesh references when a Blueprint within the sub-levels are changed and they aren't toggled visible in the Persistent Level when it is being built ...

Google VR - Pixel Density broken

Virtual Reality - May 23, 2019

PixelDensity not changing with Google VR Did not repro on Oculus Go Confirmed in MAIN 4.23 @ CL 6395234 ...

Google VR - Debug/Console Layer broken if other VR plugins disabled.

Virtual Reality - May 23, 2019

If Google VR plugin is enabled and default VR plugins are disabled - debug layer does not render. Confirmed in 4.23 MAIN @ CL 6395234 ...

ActorActionUtility / AssetActionUtility does NOT properly work if function has struct paramter

ActorActionUtility / AssetActionUtility use SStructureDetailsView  to show dialog for editing function's parameter ( FBlutilityMenuExtensions::CreateBlutilityActionsMenu ).  But SStructureDetailsVi ...

Smart Nav Links created via Load Level Instance are broken, but Simple Nav Links are fine

Gameplay - AI - May 20, 2019

Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...

Unclear messaging when trying to make changes to a project when two instances of the project are open at once

Tools - May 20, 2019

If a user has a project open more than once, they will be given an error message when trying to save changes. This message could be more clear as to what issue has occurred. ...

Surface snapping attached actors cause unexpected behavior

Tools - May 17, 2019

Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...

Niagara Sub UV Index ignored

Rendering - Niagara - May 16, 2019

Using the Particles.SubImageIndex has no effect on what portions of the a UV are rendered in Niagara. Tested in 4.21.2 (CL - 4753647), 4.22.1 (CL - 6063286), 4.23 (CL - 6533064) ...

The screen will be darker than other platforms(Android,PC/Mac preview) on IOS if both MSAA and MobileTonemapperFilm enabled

Platform - Mobile - May 16, 2019

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Simulated Proxies using UCharacterMovementComponent slide around after moving

Gameplay - Player Movement - May 15, 2019

UCharacterMovementComponent::SimulateMovement line 1729 checks: if (!bHandledNetUpdate || !bNetworkSkipProxyPredictionOnNetUpdate || !CharacterMovementCVars::NetEnableSkipProxyPredictionOnNetUpdate) ...