App closes when loading a sublevel that contains a nav mesh when Async loading is enabled

UE - Foundation - Core - Jun 6, 2018

Android App appears to close when using a combination of nav mesh volumes, async loading and Gear VR. ...

Levels Panel "Move To" function does not move level to desired location

Tools - Jun 6, 2018

Levels Panel "Move To" function will not move level to the desired location. The menu will stay open and do nothing when you try to move it.  Found in 4.18 CL# 3832480,  4.19 CL# 4033788, 4.20 Prev ...

"ERROR: Client target not found!" When packaging client after enabling or disabling a plugin

Tools - Jun 5, 2018

"ERROR: Client target not found!" When packaging client after enabling or disabling a plugin. This will happen on both developer or shipping client as the build configuration.UATHelper: Packaging (W ...

UUserWidget::NativeDestruct may be called on a preview widget if PIE is started while the widget needs compilation

UE - Editor - UI Systems - Jun 4, 2018

By starting PIE while an uncompiled widget is open in the widget editor, it's possible to trigger a call to NativeDestruct on the preview widget. This is especially dangerous because NativeConstruct ...

Particle emitter with Mesh Data type does not change material to new material instance

UE - Niagara - Jun 4, 2018

Particle emitter with Mesh Data type does not change material to new material instance. It will not apply changes that are being made at run time to a parameter in the material instance being used.  ...

InputAction Released fires twice

UE - Gameplay - Input - Jun 4, 2018

Using an Input Action with two different keys will fire twice on the key release if one is held down while the other is pressed. ...

Incorrect values filled for nativized struct arrays when resized and packaged

UE - Gameplay - Jun 4, 2018

When packaging a resized structure array it changes the array value to a large incorrect number. Testing the struct in PIE yields expected results. ...

Instanced Components variable not returning updated values in the construction script

UE - Gameplay - Blueprint - Jun 4, 2018

It is currently not possible to set variable values of an actor component, instanced in the level, by using the "details" pane. The Actor's construction script will only evaluate the variable defaul ...

[Rhino UVS] - UVW settings not applied to Rhino surface and solid imported objects

UE - Editor - Content Pipeline - Datasmith - Importer - Jun 1, 2018

Dynamic Shadow Distance only working for values below 20000 on translucent materials

UE - Graphics Features - May 31, 2018

The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...