Crash when opening OculusVRDartsGame without oculus software installed

Online - Oct 6, 2020

Several users have reported crashes when attempting to open the OculusVRDarts game we offer in our [Link Removed] Instead of allowing the engine to crash, we should handle this issue gracefully and ...

"Out of video memory" crash when attempting to save many assets with source control enabled

UE - Rendering - Sep 25, 2020

This will only repro when connected to source control ...

Available network bandwidth is too low for uncapped but slow frame rates

UE - Networking - Sep 24, 2020

The networking system has a max frame rate of 120hz by default. Inside UNetConnection::Tick it computes an estimated bandwidth by using that max frame rate, the engine's max frame rate, and the actu ...

Crash running construction script after compiling BP function library

UE - Gameplay - Blueprint - Sep 15, 2020

Editor can assert when changing the signature of an editor authored Blueprint Library Function (FuncA) if that function is called from a Blueprint Library Function (FuncB) via an actor's constructio ...

UDN: Scale keys on additive anims not playing

UE - Anim - Rigging - Sep 10, 2020

https://udn.unrealengine.com/questions/600810/index.html Scale keys on additive anims behaves differently than other transform components. ...

Persistent note on custom event when param is created from connecting array - "No value will be returned by reference"

UE - Gameplay - Blueprint Compiler - Sep 10, 2020

If the user creates an array parameter on a custom event node by connecting a pin to it, a persistent node will appear on the node that cannot be cleared. This only occurs if the param is created b ...

Multiplayer Preview in VR HMD input routed to all players

UE - Platform - XR - Sep 1, 2020

Multiplayer Preview in VR is not useful because HMD input is routed to all players. ...

Tile Streamed in Temporarily has Stepping on Landscape

UE - LD & Art - Modeling Tools - Landscape - Aug 28, 2020

This was reported in a UDN. Jeremy M. originally pointed out that the stepping looks to be caused by high res geometry sampling a low res heightmap. Additional observations:Loading the tile in w ...

Parameterized Vector4 is treated as Float3

UE - Rendering - Aug 28, 2020

A Parameterized Vector4 are being treated as Float3. This prevents users from being able to use Vector4s in an If node during runtime. This is seen as far back as //UE4/Release4.22 cl 8065155 so th ...

Memory leaks at changing lighting scenarios

UE - Rendering - RHI - Aug 26, 2020

The engine does not free the LevelRenderAssetManagers array elements in FRenderAssetStreamingManager when changing lighting scenarios. Following code can avoid this issue. void FRenderAssetStre ...