Blueprint macro in a level blueprint causes memory leak

Gameplay - Blueprint - Oct 15, 2019

The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...

Unloading a spawned Detour AI Controller using Level Streaming causes a crash

Gameplay - AI - Oct 14, 2019

In a Level Streaming setup, unloading a level that has spawned an AI Character with a Detour AI Controller causes a crash. This was reported and tested in 4.23 (CL-8386587). This was reproduced in ...

Camera modifier blueprint used in another blueprint crashes editor (Assert failed in edit condition code in details panel)

Tools - Oct 14, 2019

Changing the default values inside of a camera modifier blueprint when referencing it in another blueprint results in a crash. Tested in 4.21, 4.22, 4.23 and 4.24 ...

Issues with translucent material when using sceneColor node.

Rendering - Features Teams - 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 ...

"Pausing" A TimeSynth causes a crash

Audio - Oct 10, 2019

Clicking and holding anywhere on the editor outside the viewport when PIE causes a crash. The AudioRendering thread throws the following assert: Assertion failed: FreeClipIndex < PlayingClipsPool_Au ...

UnrealMathTest fails when compiled with VS2019

DevTools - Oct 10, 2019

A crash or breakpoint is triggered when building UE4 with Project Files generated with -2019. Typeinfo.h was changed in MSVC v14.23 to just be typeinfo. ([Link Removed]) There is a pull request t ...

Remove Ant from Android supported build systems

Platform - Mobile - Oct 7, 2019

We now only support Gradle for Android; Ant is fully depreciated. ...

Crash when placing a native UserWidget in a panel within another UserWidget

Tools - UMG - Oct 7, 2019

The engine crashes when trying to initialize a native UserWidget within another widget. This happens because UUserWidget::GetSlotNames gets called before the widget tree is initialized, and we don't ...