Vehicle destroyed when long stiff value is set to 0

Physics - Jan 3, 2019

When setting the Long Stiff value to 0 for wheels it appears to destroy the actor as soon as the wheel come in contact with the ground ...

Material Artifacts When Using World Position and Pixel Normal Together

Rendering - Jan 2, 2019

When using "World Position" and "Pixel Normal" nodes together. it causes artifacts in the material. In 4.19 CL# 4033788 this did not occur with the same material setup. Found in 4.20 CL# 4369336, 4 ...

Engine\Build\IOS includes an expired certificate

Platform - Mobile - Jan 2, 2019

\Engine\Build\IOS\AppleWorldwideDeveloperRelationsCA.pem is out of date. This causes a warning to appear when submitting app.  Workaround: Install latest WWDR ( https://answers.unrealengine.co ...

DECLARE_EVENT Broadcast() can be invoked outside of it's contained class.

Core - Jan 2, 2019

In UE 4.21, The current functionality that exists for DECLARE_EVENT Broadcast() does not function as the docs describe: [Delegate Events|https://docs.unrealengine.com/en-us/Programming/UnrealArchit ...

Hot Reload cannot be performed when using the DebugGame Editor configuration

Core - Hot Reload - Dec 31, 2018

In 4.21.1 it is no longer possible to perform a Hot Reload when the game is open in the Editor and using the DebugGame Editor configuration. REGRESSION: Yes. A Hot Reload was possible in 4.20.3 whe ...

Virtual Bone effect is lost after re-importing mesh

Anim - Dec 31, 2018

After setting up a Virtual Bone on the skeleton and having it drive a Skeletal Control Node in an Animation Blueprint. Reimporting the skeletal mesh will cause the setup in the Anim BP to revert bac ...

Volumetric Light Fog Leak through objects

Rendering - Dec 31, 2018

Any environment with volumetric fog enabled will have a light leak which appears through objects.  Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4666322 ...

Child Actor Audio Volume Makes UE4 Crash

Gameplay - Blueprint - Dec 31, 2018

When creating an actor, adding a child actor component to it, and setting that child to a Audio Volume the Editor will crash if you try to change any of the Audio Volume settings. ...

Depth Fade Material + Mobile HDR Disabled does not work with OpenGL 3.1 on Oculus Go

Platform - Mobile - Dec 28, 2018

"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to UE-60150 however disabling Separate Translucency or calling  r.Mobile. ...

Niagara Component is considered for GetActorBounds With "Only Colliding Components" Enabled

Tools - Niagara - Dec 27, 2018

Niagara Component is considered for GetActorBounds With "Only Colliding Components" Enabled. Found in 4.20 CL# 4369336, 4.21 CL# 4613538, 4.22 CL# 4666322 ...