Editing Lighting Intensity Field Value Fails

Tools - Jan 7, 2019

You cannot change the intensity by just adding/changing numbers. You have to completely retype the entire value. Found in 4.21 CL# 4613538 and 4.22 CL# 4681912 ...

Mouse-wheel zoom logic seems incorrect in UI Designer

Tools - UMG - Jan 7, 2019

When using the mouse wheel to zoom the Designer view, the behavior is not intuitive. (ZoomLogicDesigner.gif) in the Designer view, place the mouse near the top left corner. Use the mouse wheel to ...

PhysX XboxOne compiler flags inconsistency

Physics - Jan 7, 2019

https://udn.unrealengine.com/questions/353975/physx-xboxone-compiler-flags.html I found an error in the CMakeList.txt file used to compile XboxOne PhysX library (3.4). The compiler flag declared at ...

When r.CustomDepth = 3 (Enabled with Stencil), the values of SceneDepth and CustomDepth are different on IOS

Rendering - Jan 7, 2019

The user wants to express using the difference between SceneDepth and CustomDepth. However, when r.CustomDepth = 3 (Enabled with Stencil), the expression can not be realized because the SceneDepth a ...

Volumetric fog does play nice with dynamic res

Rendering - Jan 4, 2019

Dynamic resolution dynamically changes the the size of the viewport in render targets. The thing is when the resolution changes: it is reprojecting previous frame that is stored in history render ta ...

Enabling Merge GC Clusters and Blueprint Clustering causes a packaged Window project to crash

Core - Cooker - Jan 3, 2019

Enabling the check boxes for Merge GC Clusters and Blueprint Clustering causes packaged Windows projects to crash on startup. The log and dump files regarding this crash have been attached to this t ...

Static Lights with IES Profiles Will Bake an Incorrect Lightmap

Rendering - Jan 3, 2019

When using an IES profile with a static light, the lightmap that gets baked will lose all detail of the IES profile. Example project attached. This doesn't occur in 4.19 CL# 4033788 Found in 4.20 ...

Only the last simple collision added to a static mesh is counted for sweep

Physics - Jan 3, 2019

When using multiple simple collisions on a static mesh it appears that sweep only uses the last collision added when calculating when/if to stop. ...

Compressed volume textures corrupted on Xbox One

Platform - Console - Jan 3, 2019

Licensee is reporting a problem "where compressed volume textures seem to get corrupted. Disabling compression by setting Compression Settings = VectorDisplacement solves the issue, but at a pretty ...