Placing a rect light in between two static meshes causes the surface to be extremely bright

UE - Graphics Features - Jun 7, 2018

Placing a rect light in between two static meshes causes the surface to be extremely bright. This will happen even though the lights settings are default. It will not happen if it is lighting just a ...

Point Lights Y-Axis Rotation Changed from 4.18 to 4.19

UE - Graphics Features - Jun 6, 2018

Possibly related to [Link Removed]. This affects Static, Stationary, and Movable point lights when upgrading a project from 4.18 to 4.19.2 or Main (tested in CL 4101872). If you click the "Reset to ...

SCOPE_CYCLE_COUNTER macro is not called for the TG_StartPhysics tick group

UE - Simulation - Physics - Jun 5, 2018

All of the physics tick groups except for TG_StartPhysics call the SCOPE_CYCLE_COUNTER macro. The TG_StartPhysics tick group probably needs to call the macro as well. ...

GetActorLocation and GetActorRotation have mixed up Tooltips

UE - Gameplay - Jun 4, 2018

Within the declaration of the APlayerCameraManager class, the GetActorLocation and GetActorRotation functions have mixed up Tooltips Result: Tooltip says to use GetCameraRotation for the GetActorLo ...

Multiple Physics objects on the client in one place jitter and shake

UE - Simulation - Physics - Jun 4, 2018

When simulating physics on multiple objects, they appears to jitter and shake on the client. This can lead to differences between the server and the client. This is especially show cased when runnin ...

Static Point build different lighting shape to what the Gizmo shows

UE - Graphics Features - Jun 1, 2018

It has no problem in 4.18 ...

WebBrowser SetVisibility not working on Android & iOS

UE - Platform - Mobile - May 29, 2018

SetVisibility not working with Web Browser Widget on mobile devices ...

GetScaledCapsuleHalfHeight does not work properly if X or Y is lower than Z scale

UE - Simulation - Physics - May 25, 2018

GetScaledCapsuleHalfHeight multiplies the CapsuleHalfHeight by the lower scale value, even if it is X or Y. Seeing as Half Height should only be related to the Z scale, this does not work out proper ...

Nativized Blueprint class may fail to compile for some native noexport struct types exposed through a user-defined struct.

UE - Gameplay - Blueprint - May 24, 2018

This occurs because the MakeStruct node will create a literal term for each input if nothing is connected. However, there is no explicit handling of some native 'noexport' struct types (e.g. FVector ...

[Feature Request] FWebBrowserWindow::UnbindUObject of IOSPlatformWebBrowser.cpp is not implemented yet

UE - Platform - Mobile - May 23, 2018

FWebBrowserWindow::UnbindUObject on iOS is not implemented yet.  IOSPlatformWebBrowser void FWebBrowserWindow::BindUObject(const FString& Name, UObject* Object, bool bIsPermanent /*= true*/) { } ...