SceneCapture2D Component Show Flags that are Modified in a Blueprint initially are Copied not Referenced

UE - Graphics Features - May 17, 2019

If you disable show flags in a SceneCapture2D component of a Blueprint, trying to re-enable them in the Blueprint will not update instances in a level. Anything that was left alone will change along ...

Crash: nullptr in FindViewComponentForActor when ActorComponent is attached to Character with Camera Component.

UE - Gameplay - May 17, 2019

Selecting an Actor with a Camera and a C++ inherited Blueprint Component that has sub-components,then compiling the BP component leads to a crash. Upon Debugging the Crash Call Stack: FindViewComp ...

Action RPG- ARPG CharacterBase::GetHealth() Null Crash

Docs - Samples - May 16, 2019

In Action RPG Sample, NPC Blueprints "NPC_Goblin_Level_01,02.03"  cannot be Duplicated.   Crash results lead to ARPGCharacterBase.Cpp Get Health function. float ARPGCharacterBase::GetHealth() const ...

Tooltips incorrect when changing FExpressionInput of UMaterialExpressionTextureSample

UE - Rendering Architecture - Materials - May 16, 2019

It seems that the display of ToolTip is displayed in the order of declared UPROPERTY () of the code.[Image Removed] ...

Remapping morph targets will crash if you have a cloth section

OLD - Anim - May 15, 2019

By calling FLODUtilities::SimplifySkeletalMeshLOD on a mesh with cloth sections that is set to remap morph targets, a crash occurs. This seems to be due to the indexing of sections with/without incl ...

Ensure When Adding Nodes to Material Graph in Forward Shading

UE - Graphics Features - May 15, 2019

Ensure occurs when adding a Constant3Vector to the Material Graph in Forward Shading. Works as expected in 4.21 CL# 4753647 Found in 4.22 CL# 6063286 and 4.23 CL# 6395561 ...

Rotate child relative to parent and a grandchild or great grandchild will leave collision box behind

UE - Simulation - Physics - May 15, 2019

The collision with meshes appear to be broken in relation to parent and a grandchild or great grandchild collision boxes. ...

Sprite size scale by velocity module has Solve forces and velocity as a post dependency

UE - Niagara - May 14, 2019

The size scaling should use the current frame's velocity, so this should happen after forces and velocities are solved. ...

Animation Blueprint with Shared Transition "marked" dirty

OLD - Anim - May 14, 2019

Animation Blueprints which contain a shared transition used to transition between two animation states will be marked as "dirty" every time the blueprint is compiled and re-opened. ...

High-Poly Meshes with DistanceToNearestSurface is Completely White

UE - Graphics Features - May 14, 2019

The distance field materials do not work on a High Poly mesh.   Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 6063286, 4.23 CL# 6398642 ...