Support for 16-bit precision for positions in vertex buffer

UE - Graphics Features - Sep 7, 2018

Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...

Spawned actors with meshes become invisible in editor after changing level

UE - Graphics Features - Sep 7, 2018

When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...

Niagara Translucency Sorting Issue with GPUCompute Sim

UE - Niagara - Sep 7, 2018

Niagara translucency sorting mode doesn't apply to a particle set to be GPUCompute Sim. Found in 4.20 CL# 4302132 and 4.21 CL# 4348893 ...

Movable Point Lights Don't Cast Volumetric Shadows From Meshes Whose Materials Have Tesselation Enabled

UE - Graphics Features - Sep 6, 2018

Point lights don't cast volumetric shadows from meshes with materials with tessellation, even if tessellation multiplier is 0.  Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4347190 ...

Can't select BSP in sublevel after change Level Tile's position

UE - LD & Modeling - Modeling Tools - BSP - Sep 6, 2018

Directional Light Is Not Casting Shadows Past a Certain Point In Large Worlds On All Actors/Grass

UE - Graphics Features - Sep 5, 2018

Directional light is not casting shadows past a certain point in large worlds on all actors/grass. In 4.19 CL# 4033788 shadows show up but not until the camera is very close to the object. 4.19 Pro ...

CMake include path for generated Sources differs from actual generated Sources location

UE - Platform - Linux - Sep 4, 2018

The CMake project generated by UnrealBuildTool does not specify the (correct) directory for files generated for game classes. This happens when generating the CMake files from within the editor usin ...

Landscape Hole Error in checked PhysX builds

UE - Simulation - Physics - Sep 4, 2018

When using checked PhysX builds, landscapes with holes generate errors when they shouldn't. ...

If user set ChunkID to a higher value, UpdateManagementDatabase will be very slow

UE - Gameplay - Sep 4, 2018

If user set ChunkID to a high value, the construction process of the database managed by AssetMAnager becomes very long. The cause is the following code in UChunkDependencyInfo :: BuildChunkDepende ...

Codegen Templates for Source Effects, Submix Effects, and Synthesizers needs updating

UE - Audio - Aug 31, 2018

Code gen templates need to be updated according to changes made to the OnGenerateAudio API. ...