Crash When Enabling SSAO Smoothing with MSAA Enabled

Rendering - Sep 12, 2019

The Editor is crashing when enabling SSAO while MSAA is enabled.  Found in 4.23 CL# 8386587 and 4.24 CL# 8569829 ...

Both HLOD and StaticMesh Visible in Play Modes

Tools - HLOD - Sep 12, 2019

 Both HLOD and StaticMesh Visible in Play Modes. Found in  4.23 CL# 8386587 and 4.25 CL# 8569829 ...

HLOD is Offset when "Use Max LOD As Imposter" Is Enabled

Tools - HLOD - Sep 12, 2019

HLOD is Offset when "Use Max LOD As Imposter" Is Enabled Found in 4.23 CL# 8386587, 4.24 CL# 8569829 ...

Renaming Sprite Actor in Struct Blueprint, and closing the Editor causes de-reference

Gameplay - Sep 12, 2019

Paper Sprite actor set as a Default Value in a Blueprint Struct is set to none, when the sprite is renamed, saved, and the Engine is restarted. ...

Blueprints derived from "Editor Utility Actor" are not able to tick in editor when placed in the world

Tools - Sep 11, 2019

Placed Editor Utility Base was recently deprecated and users who require the functionality of ticking in the editor are unable to use "Editor Utility Actor" or "Editor Utility Widget." A couple of u ...

Tessellated Materials Displayed as 0 in Shader Complexity ViewMode

Rendering - Sep 11, 2019

Tessellated Materials Displayed as 0 in Shader Complexity ViewMode. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8588088 ...

The Bind Event node created from a blueprint dispatcher is different from the one created from the context menu

Gameplay - Blueprint - Sep 10, 2019

Adding a Bind Event node in different ways can create nodes with identical names (Bind Event to <Dispatcher>), but under the hood they are actually different nodes. Easiest evidence is that they ha ...

Material Billboard Renders Incorrectly In Splitscreen

Rendering - Sep 10, 2019

In splitscreen, Material node SphereMask causes Material Billboard to only be visible to first player's viewport. Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 8557439 ...

OnHit not firing when capsule collider passes onto very close and same height mesh

Physics - Sep 10, 2019

When a capsule collider passes from the top of one piece of geometry to another that is very close the OnHit event doesn't fire. I have attached a project that demonstrates the issue in 4.23. A vid ...

"Enable Stencil Test" Mobile crash

Platform - Mobile - Sep 10, 2019

A material with 'enable stencil test' will crash on mobile. Enable Stencil Test is a new option in materials as of 4.23 Confirmed with OpenGL 3.1 + 2 and Vulkan on Pixel XL Also Crashes on iOS ...