Issues with translucent material when using sceneColor node.

UE - Graphics Features - Oct 11, 2019

Issue seems to be linked to Eye Adaptation. Turning it off results in the sphere to be invisible. The attached image shows the output of the editor versus game mode (cooked or -game) This shader w ...

Incorrect Manual Focus Distance from eye dropper

UE - Anim - Sequencer - Oct 17, 2019

The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...

Ensure condition failed when destroying a Level Sequence Actor on tick

UE - Anim - Sequencer - Oct 18, 2019

In Tick processing of LevelSequencActors of World Tick, If you destroy an actor with an actor's ticks, delete it immediately from the LevelSequencActor array. I think that the problem occurred becau ...

Input Action Mapping Rebinding not working properly if pawn extends from Pawn.h

UE - Gameplay - Input - Oct 22, 2019

Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...

Camera Switcher Import option not functioning properly

UE - Anim - Sequencer - Oct 22, 2019

In UE 4.20 we got a feature that let you import a FBX file that contains cameras with a camereaswitcher to create a "camera cut track" within sequencer. From the release notes of 4.20: https://docs ...

Virtual Texturing: RuntimeVirtualTextureOutput Node Can Be Used with a Virtual Texture Domain Material

UE - Graphics Features - Jun 21, 2019

When adding a RuntimeVirtualTextureOutput node to a Virtual Texture domain material, the RVT Output node overwrites any data being sent to the normal material node's output, which interferes with th ...

Visibility animations don't propagate to children

UE - Editor - Content Pipeline - Datasmith - Importer - Oct 16, 2019

Crash after Disabling Post Process Blueprint on a Skeletal Mesh

OLD - Anim - Aug 20, 2019

Changing the Anim Class in the Details Panel before Disable Post Process Blueprint can prevent the crash from occurring. Changing the Animation Mode does not seem to prevent this crash.  The conten ...

Packaging for IOS fails using SSH from a Windows Binary Build

UE - Platform - Mobile - Oct 23, 2019

Errors in the log: * Undefined symbols for architecture arm64: * "___isPlatformVersionAtLeast", referenced from: * FMetalResourceHeap::CreateBuffer(unsigned int, unsigned int, unsigned int, mtlpp ...

PhysX Clang Builds Broken

UE - Simulation - Physics - Nov 5, 2019

Clang physx builds in 4.23 seem to be broken due to a change of GuPersistentContactManifold.h including #pragma warning and no longer ending in a new line. ...