[CrashReport] UE4Editor-Renderer.dylib!void FForwardLightingParameters::Set<FRHICommandList, FRHIPixelShader*>()

Rendering - Oct 27, 2017

This is a 4.18 Mac/Metal crash that has occurred for a few users. It appears related to the Forward Renderer. Callstack from Log[2017.10.27-06.10.08:809][261]LogMaterial: Missing cached shader map ...

Cable Component wildly swings around when the World Origin is shifted

Anim - Dec 18, 2017

Cable Component wildly swings around when the World Origin is shifted. Standard physics object are not effected. ...

Translucent Materials and Atmospheric Fog Appear Black or Pink on Mac

Rendering - Jan 3, 2018

I tested this on a Mac Pro in UE 4.15, 4.16, 4.17, and 4.18. As a possible workaround for the fog issue, I've discovered that setting Atmospheric Fog > Lighting > Disable Ground Scatter to "True" wi ...

If the entry of State Machine of AnimBP directly connect a state which has another state machine, a crash will occur when changing parameters of AnimBP

Anim - Dec 14, 2017

If you directly connect a state which has another state machine to the entry of State Machine of Animation BP, a crash will occur when changing parameters. If you connect an empty State to an Entry ...

Incorrect collision created when using merge actors to a specific spline mesh

Physics - Jan 11, 2018

Merge Actor still can create incorrect collision when using merge actors to some spline mesh. This seems to be a mesh dependent issue. If I use different meshes for the spline mesh, the collision se ...

Launching a packaged game will cause it to open on the leftmost monitor, ignoring your primary monitor

Tools - Jan 17, 2018

A licensee has reported that opening a packaged game in 4.18 and onward will cause the packaged game to appear on their left most monitor, rather than their primary monitor. This was not the case in ...

InputChord "None" replaced with "Any Key" on reopen

Gameplay - Blueprint Editor - Jan 22, 2018

For the FInputChord struct, in Blueprints assigning the value "None" to Key will be reassigned to the next time the Blueprint is opened. This is problematic for handling key bindings in Blueprint w ...

The behavior differs between play and editor preview when camera attached to actor add to camera cut

Anim - Sequencer - Feb 6, 2018

The behavior differs between play and editor preview when camera attached to actor add to camera cut.  [Link Removed] When in play, actor become active camera. [Link Removed] When in editor prev ...

Animation Sequences in Sequencer Set to Frame 0 When Transform Curve is Moved

Anim - Sequencer - Feb 7, 2018

-When a curve of a transform track is edited animation tracks set themselves back to start at frame 0. -Tested with scale to avoid interference with location -sequencer is not docked ...