AutoLOD changes the static meshes LOD at different distances in VR Packages and Previews than in Editor

UE - Platform - XR - Jul 30, 2020

Packaged VR Projects and VR Previews change the LOD at a closer distance than in editor. ...

Particle editor realtime mode disabled when play in editor

Tools - Jul 23, 2020

Particle editor realtime mode disabled when play in editor, while it's normal in UE4.24 ...

Level export to FBX with actor X axis negative scale has issue in 3ds MAX

UE - Editor - Content Pipeline - Datasmith - Importer - Jul 20, 2020

The fbx exporter set the fbx axis system like 3ds max, so the max importer is not converting the incomming transform. see: ...

FUniqueNetIdRepl::NetSerialize() crashes when embedded in a TArray() of structs.

UE - Networking - Jun 29, 2020

Calling the NetSerialize() function of FUniqueNetIdRepl from a custom NetSerialize() causes a crash. This only seems to occur when the struct is part of an array RPC parameter. ...

Target Gamma setting has no effect when using SceneCaptureActor which has no contribution from PostProcessInput0

UE - Graphics Features - Jun 4, 2020

Expected result is that the Target Gamma slider would apply that calculation to what's being written to it.  RT_PostProcess is a RTF RGBA8_SRGB render target being written to by a SceneCapture Acto ...

Open Sound Control Blueprint Plugin stops working around 1 minute during play

UE - Audio - Jun 3, 2020

Messages are not received around 1 minute into playing when using OSC blueprint plugin. Test Project: [Link Removed] User workaround: https://forums.unrealengine.com/development-discussion/blu ...

Light shaft settings are missing

UE - Graphics Features - May 19, 2020

Public facing bug report came in describing that lights shafts were missing from all lights except directional. This issue does not seem to be occurring for 4.24 or 4.26. I was able to confirm that ...

Static mesh components are invisible when added a trigger actor

UE - Gameplay - May 7, 2020

Static mesh components spawned and added to a trigger actor results in them being invisible. This does not occur if the user uses an actor with a collision component. ...

Having "\n" in an FString property in code results in it being replaced with a line break

UE - Foundation - Core - May 4, 2020

If the user has a code FString that used "\n", that's interpreted as a line break and is removed. This can cause confusion for users attempting to get the length of the value since it will not matc ...

UMG Slider displays long or wrong percentages when Step Size is set to 0.1

UE - Editor - UI Systems - Apr 24, 2020

When the Step Size is set to 0.1 for a Slider and Slider value is multiplied by 100, it will display weird numbers when moving the slider back from 100%. Changing the Step Size to 1 and changing th ...