First Person Example Project Crash when character movement component is cast in viewport.

Tools - Jul 23, 2019

Crash is caused by incorrect cast to display ActorComponent in viewport (gizmo used to move it should not be present) ...

UWorld Async Sweep functions missing the FQuat parameter

Physics - Jul 22, 2019

The UWorld Async Sweep functions are missing the FQuat Rot parameter of their sync counterparts and the Sweep, Overlap, and Async Overlap functions are missing param comments for their rotation para ...

SpiralBlur-SceneTexture Does Not Compile If Raytracing Enabled

Rendering - Ray Tracing - Jul 22, 2019

The material function SpiralBlur-SceneTexture, does not compile in DX12 mode. Found in 4.22 CL# 7053642, 4.23 CL# 7321677, 4.24 CL #7474192 ...

Particles can not be displayed once they disappear in ParticleLOD

Rendering - Cascade - Jul 22, 2019

I have attached a project to reproduce. Particles_422.zip[Image Removed] The problem is that if there are multiple emitters It seems to reproduce when all Emitter is Disable. It works well if there ...

A Niagara system will only use one spawn rate curve when it has more than one emitter with different spawn rate curves

Rendering - Niagara - Jul 19, 2019

Systems that have more than one emitter that both have unique spawn rate curves will only used the most recently added emitter's spawn rate curve for all emitters. ...

RestrictedToClasses UCLASS Meta expects space delimiters but documentation shows comma delimiters

Gameplay - Jul 19, 2019

The documentation: https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Metadata/index.html shows the RestrictedToClasses meta syntax as being RestrictedToClasses="Class1, C ...

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

Rendering - 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 ...

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. ...