[CrashReport] UE4Editor-AnimationBlueprintEditor!FAnimGraphConnectionDrawingPolicy::BuildExecutionRoadmap() [AnimGraphConnectionDrawingPolicy.cpp:27]

Anim - Jul 17, 2019

Generated from CrashReporter Similar to UE-67057 but in UE4Editor-AnimationBlueprintEditor ...

Texture Object Parameter Being Read Even If It Is Not Used In a Material

Rendering - Features Teams - Jul 17, 2019

Texture Object Parameter Being Read Even If It Is Not Used In a Material.  Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 2 CL# 7321677, 4.24 CL# 7329126 This is ...

Textures are Blurry when Scaling an Actor While r.Streaming.DropMips is Set to 2

Rendering - Jul 17, 2019

If a BP actor containing textured static meshes starts with a small transform scale, when scaled up, the texture streamer fails to load in the higher mips and the texture looks blurry. Working as e ...

Using xcode-select to switch between Xcode 10 and Xcode 11 beta can cause Xcode 11 to be unrecognized by the editor

Platform - Mac - Jul 16, 2019

After switching from Xcode 11.0 Beta 3 (11M362v) to Xcode 10 (10A255) and then back to Xcode 11, the editor no longer recognized that Xcode was installed on my machine when trying to use Xcode 11 as ...

Niagara Memory Leak in vertex buffer when increasing particle spawn rate on CPU sims

Rendering - Niagara - Jul 16, 2019

Increasing the spawn rate of a CPU particle sim will cause a memory leak in the vertex buffer.  ...

Custom Render Passes in Sequencer and High Res Screenshots are rendered incorrectly in HDR with DX12 and r.PostProcessingColorFormat=1

Rendering - Jul 16, 2019

Buffer visualizations rendered in HDR through the high res screenshot tool or sequencer using DX12 and r.postprocessingcolorformat 1 will result in renders that only capture the first row of pixels. ...

Material Parameter Collection Values not Updating in Simulate if "Run Dedicated Server" is Checked

Networking - Jul 15, 2019

Material Parameter Collection Values not Updating if "Run Deadicated Server" is Checked Working as expected in 4.21 CL# 4753647 Found in 4.22 CL# 7053642, 4.23 Preview 1 CL# 7236301, and 4.24 CL# ...

Character becomes stuck when sliding down steep unwalkable capsules

Gameplay - Player Movement - Jul 14, 2019

Characters can become stuck and unable to move as they slide against very steep capsule collision. This seems to be caused as a result of ProcessLanded begin called within UCharacterMovementComponen ...

Component deletion on net dormant actors doesn't replicate properly

Networking - Jul 11, 2019

Deleting a dynamic component on an actor that's currently net dormant doesn't replicate the deletion to clients, even if FlushNetDormancy is called. This is inconsistent with adding components, whic ...

UPaperGroupedSpriteComponent does not override handling for its multiple FBodyInstances

Physics - Jul 10, 2019

UPaperGroupedSpriteComponent does not properly update its physics data at runtime, due to relying on the inherited UPrimitiveComponent functions that do not handle its multiple FBodyInstances. ...