Behavior Tree has missing Service Nodes on project load

Gameplay - AI - Dec 4, 2018

In the project is Behavior Tree that implements some tasks, decorators and services, but for some reason, two of my tasks nodes gets initialized with all the pointers to their services set to null, ...

UBX Collision Rotation Is Set Incorrectly on FBX Import

Tools - Dec 4, 2018

Imported FBXs that use UBX will import their collision rotation incorrectly. You can see this when scaling the collision non-uniformly.  Found in 4.20 CL# 4369336, 4.21 CL# 4541578, and 4.22 CL# 46 ...

Actor Component properties can become "linked" across multiple Blueprints after a hot reload

Gameplay - Components - Dec 3, 2018

If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...

Device Token can not be Acquired When Remote Notification on iOS

Platform - Mobile - Dec 3, 2018

I received a report that there is a situation in UE 4.21 that it is not possible to acquire push notification device token on iOS And they seem to have solved the problem by fixing the following pa ...

Duplicate Physics replication call in PhysScene_PhysX.cpp

Physics - Nov 27, 2018

There is a duplicated block of physics replication code in PhysScene_PhysX.cpp  https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysScene_P ...

Visibility of World Outliner doesn't affect skylight

Rendering - Nov 27, 2018

Visibility of World Outliner doesn't affect skylight. But it affects other kinds of lights like Point Light, Directional Light. I found that USkyLightComponent::CreateRenderState_Concurrent() doesn ...

Get viewport size returns unexpected values when Windows scaling is 125% or higher and High DPI support is enabled

Tools - Nov 26, 2018

Get viewport size node returns unexpected values when the user has set the windows scaling higher than 100% and has also enable High DPI support. ...

Making magenta noise in Emissive Map when creating proxy mesh

Rendering - Nov 26, 2018

Since magenta is a special color used for initialization of the UE4 and it may have occurred problem because we are performing a branch using equal.[Image Removed][Image Removed] Licensee wants to ...

Asset Registry should store the raw collision complexity enum

Physics - Nov 21, 2018

Any static mesh with collision complexity set to project default currently has the project default value stored in the asset registry instead of the "CTF_Default". By storing the converted value  th ...