Consecutive runs of a Functional Test do not populate screenshot differences in the Screen Comparison Tab

Automation - Jul 31, 2019

Consecutive runs of a Functional Test do not populate screenshot differences in the Screen Comparison Tab Discovered during the verification of UE-68198, that issue was closed due to the setup not ...

4.22.1 Crash in FVulkanResourceMultiBuffer::Lock

Rendering - RHI - Jul 31, 2019

Vulkan Multibuffer Lock mechanism for ReadOnly does not appear to be implemented. Temporary workaround has been provided to licensee. ...

Set Component Tick doesn't work on Cascade Particle Systems

Rendering - Cascade - Jul 31, 2019

Changing the Component Tick Interval via Blueprints has no effect on Cascade particle system components. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 P3 (CL - 7445012), 4.24 (CL - ...

Physics replicates incorrectly on the Client-Side on sloped surfaces

Networking - Jul 30, 2019

Replicated objects don't behave correctly on the client-side on slopes when not sleeping. By placing two cubes on one another and slightly rotating the bottom one to create a very gentle slope, the ...

Adding Niagara system to a projectile causes a crash

Rendering - Niagara - Jul 29, 2019

Adding a Niagara system to a BP_Projectile in a C++ First Person Project  and then restarting it causes the editor to crash. Tested in 4.21.2 (CL - 4753647), 4.22.3 (CL - 7053647), 4.23 (CL - 744 ...

Global illumination Postprocess settings doesn't affect Reflection on Mobile

Platform - Mobile - Jul 29, 2019

Postprocess GI related settings look like working in 4.22 on Mobile now, but seems buggy, Not sure if it has supposed to be supported on Mobile since it has no any info in Doc or 4.22's release note ...

A SoftPathObject as an input parameter referenced by a Blueprint Node didn't cook out

Gameplay - Blueprint Compiler - Jul 27, 2019

The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...

DetachmentRules is not applied when WhenFinished of AttachTrack is set to RestoreState.

Sequencer - Jul 25, 2019

Purpose: Create a parent-child relationship using the “Attach Track” After that, I want to release Attach in the middle of the sequence and leave the child. Set "When Finished" of "Attach Track" to ...

Editing sub-components of an instanced blueprint will lose selection of current property value after pressing enter

Gameplay - Jul 24, 2019

Result of pressing enter when editing text in a subcomponent (of an actor that exists in world) has different behavior than elsewhere in the editor. Confirmed in 4.24 MAIN @ CL 7519848 ...

MediaPlayer seek function goes to incorrect timecodes on Android (Oculus Quest)

Media Framework - Jul 23, 2019

Calling Seek() on video consistently jumps to the timecode which is the nearest lower multiple of 2 seconds from the input timecode. ...