The behavior of translucent sorting is different between 4.23 and later.

UE - Rendering - Apr 24, 2020

Also, from 4.23 onwards, if you move the mesh back and forth, the order of the  translucent sort will be switched. ...

Tabbing out of exclusive fullscreen leaves the window & backbuffer in an incorrect state

Tools - Editor - UMG - Apr 24, 2020

With windows 10 there has come some new swap chains, which unfortunately messes some things with regards to fullscreen up. We've fixed a bunch in the renderer (which would downright cause crashes), ...

Crash if the setting of PhysicalAnimationComponent is changed in the same frame as teleport processing

Physics - Apr 24, 2020

Crash when ApplyPhysicalAnimationProfileBelow node and UPhysicalAnimationComponent :: UpdateTargetActors by UPhysicalAnimationComponent :: OnTeleport run in the same frame. Because RuntimeInstanceDa ...

Up to date assets are cooked when a project is not located inside UE4 root directory.

Core - Apr 23, 2020

Up to date assets are cooked when a project is not located inside UE4 root directory. An Additional note from the user: "My impression is this issue is caused in part by FPaths::MakeStandardFilena ...

Typo: Top Down Sample Template has two folders for lighting. One is spelt "lightting"

Docs - Samples - Apr 23, 2020

Typo of lighting exists in the Top Down Template map.  ...

AddForce behaves inconsistently between PIE and Standalone Game / Build

Simulation - Physics - Apr 23, 2020

This example consists of a simple BP Actor, containing a Collision Sphere and Static Mesh (Sphere). The BP has Simulate Physics Ticked on, the Mass in KG is 1 and collision preset is set to Block Al ...

UGameplayAbility::ConfirmTaskByInstanceName() has incorrect code comment

Gameplay - Apr 22, 2020

UGameplayAbility::ConfirmTaskByInstanceName() has an incorrect code comment that was copied and pasted from UGameplayAbility::CancelAbility(). The comment for UGameplayAbility::ConfirmTaskByInstance ...

The OnUnPossess() method of the AAIController class is triggered twice

Gameplay - AI - Apr 21, 2020

The OnUnPossess() method of the AAIController class is triggered twice ...

UProceduralMeshComponent::UpdateMeshSection does not call UProceduralMeshComponent::UpdateCollision

Simulation - Physics - Apr 20, 2020

Updating a procedural mesh results in an incomplete collision update. Collision bounds appear to get updated properly, but collision data is not updated, despite a navigation rebuild being triggered ...

Editor crash when drag and drop the Image widget in a NamedSlot on the designer

Tools - UMG - Apr 20, 2020

When first added as a child widget in NamedSlot, the child widget can be dragged and dropped onto the parent widget's designer. The following assert causes a crash. Assertion failed: ParentWidget ! ...