QueryOnly SkeletalMeshComponent causes collisions

Physics - Jun 19, 2019

A SkeletalMeshComponent set to query only physics still interacts with collision. This is a regression from 4.21 Seems to be a side effect from a change to GetCollisionEnabled_CheckOwner ...

Gameplay Abilities: FAttributeSetInitterDiscreteLevels::PreloadAttributeSetData does not allow FGameplayAttribute.

Gameplay - Jun 19, 2019

Moving from "float" to "FGameplayAttribute" is causing a test to fail. ...

Component name conflict when reparenting from a blueprint parent to a native parent causes data loss and component pointer to be null.

Gameplay - Blueprint Compiler - Jun 18, 2019

Reparenting a blueprint from a blueprint to a native class will cause data loss if both parents have a component with the same name. The component ptr will always be null after reparenting. Expected ...

Previous Tangent Recalc` and Size by Life misbehave at low FPS

Rendering - Cascade - Jun 18, 2019

At low FPS particle systems with "Previous Tangent Recalculation" enabled in the Ribbon Data result in messy mesh generation. Found in 4.21 CL# 4753647, 4.22 CL# 6574378, 4.23 CL# 6925347, and 4.24 ...

If using Launcher build, Advertising Identified (IDFA) code for iOS can NOT be disabled by project settings

Platform - Mobile - Jun 18, 2019

By UE-68313, user can disable IDFA without customizing engine code. But, if using Launcher build, the added settings( Enable Advertising Identified(IFFA) ) does NOT work correctly. Because engine co ...

Error during packaging if nativizing a blueprint that contains a TMap with a UserDefinedEnum as a key

Gameplay - Blueprint - Jun 17, 2019

Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...

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 ...

The engine crashes when adding a new brush at newly created level by a specific way.

Tools - MeshEditing - Jun 17, 2019

issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...

Widget component navigation does not work in Standalone

Tools - UMG - Jun 14, 2019

When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from UE-62606, which parented the widget component's virtual wind ...

Stationary Spot Lights in Forward Rendering Incorrectly with PerVertex NonDirectional Translucency

Rendering - Features Teams - Jun 14, 2019

Stationary Spot Lights in Forward Rendering cause artifacts when lighting transluceny set to Volumetric PerVertex NonDirectional. When the camera is moved around the object, the lit vertices flicker ...