ApplicationReceivedScreenOrientationChangedNotificationDelegate does NOT work properly on Android

Platform - Mobile - Aug 5, 2019

ApplicationReceivedScreenOrientationChangedNotificationDelegate supports iOS but not Android. Probably, Java_com_epicgames_ue4_GameActivity_nativeOnConfigurationChanged should be useful for fix thi ...

4.23 Preview crashes with command line arguement -AutomatedMapBuildUseSCC = False

Core - Aug 1, 2019

Using an automated script in command line arguments to build project map causes a crash. Note: that it will not crash when 'UseSCC=false' is omitted, but it will not build the map either. Screen gr ...

Package does not load using Vulkan on Oculus Quest

Virtual Reality - Jul 31, 2019

When attempting to open a package using Vulkan, the application is loading and never opens. This happens for Launch On as well. This issue may be related to UE-75268. I was not able to reproduce th ...

Oculus Plugin Content - Oculus RiftS Controller - Roughness Mask not connected in material

Virtual Reality - Jul 31, 2019

New Material for the new RiftS/Quest controller meshes does not have roughness mask connected. With roughness connected controller looks better (Shiny buttons, Matte Grip) but I want to call out a ...

4.22.1 Crash in FVulkanResourceMultiBuffer::Lock

Rendering - RHI - Jul 31, 2019

Vulkan Multibuffer Lock mechanism for ReadOnly does not appear to be implemented. Temporary workaround has been provided to licensee. ...

Virtual Texturing causes crash

Rendering - Jul 29, 2019

Virtual streaming a 4K texture and setting the max texture size to 2048 causes the engine to crash. Tested in 4.21.2 (CL - 4753547), 4.22.3 (CL - 7053647), 4.23 (CL - 7445012), 4.24(CL - 7646041) ...

Global illumination Postprocess settings doesn't affect Reflection on Mobile

Platform - Mobile - Jul 29, 2019

Postprocess GI related settings look like working in 4.22 on Mobile now, but seems buggy, Not sure if it has supposed to be supported on Mobile since it has no any info in Doc or 4.22's release note ...

A SoftPathObject as an input parameter referenced by a Blueprint Node didn't cook out

Gameplay - Blueprint Compiler - Jul 27, 2019

The input paramter is a type of UEdGraphPin.  The PinType.PinCategory can be softobject or softclass, and the reference path is saved in a paramter named DefaultValue of UEdGraphPin.The DefaultValue ...