APEX Plugin - Destructible Mesh creation no longer creates/assigns Mesh Material

UE - Simulation - Physics - Destruction - Dec 19, 2018

Destructible mesh material creation no longer creates/assigns DM array element with material from mesh. Workaround: Assign material manually after creating Destructible mesh Confirmed in MAIN @ CL ...

Variant manager resets Material Properties Values to default

OLD - Enterprise - Nov 13, 2018

When creating a new Material property for an actor in a variant set, you can change the value of it, but it resets to the default material of the mesh as soon as you move on to another actor in the ...

Structures get broken after saving and reopening project

UE - Gameplay - Nov 12, 2018

When a project is reopened that contains structures, they will be corrupted with a hash code instead of their original values. If the "Break Struct" node is removed it can't be re added as it is not ...

Possession is not replicated properly to some clients

UE - Networking - Nov 8, 2018

A user has reported an issue where Possession replication or Character Movement replication, unsure of which, is not working properly for some clients. It seems to work fine for the first client but ...

Use of BP node "Fill Data Table form CSV File" causes silent crash

UE - Gameplay - Blueprint - Sep 20, 2018

Using the Fill Data Table form CSV File node causes a crash when in a packaged project. ...

Loading cooked shaders in editor is broken

UE - Graphics Features - Sep 10, 2018

Issue was traced to CL4018267. Shader hashes are not preserved during cooking anymore. This is failing the check in void FShader::Register() { FShaderId ShaderId = GetId(); check(ShaderId.Materi ...

BP new Event Dispatcher cannot be deleted after modification

UE - Gameplay - Blueprint - Sep 10, 2018

Changing the variable type of an Event Dispatcher in the Blueprint editor results in an impossible to compile situation. The BP must be then recreated due to being unable to remove the unattached ev ...

Crash when naming function parameter 'none'

UE - Gameplay - Blueprint - Aug 23, 2018

Naming a parameter "none" will cause crash on compile. Asset may not be able to be reopened. Also confirmed in Main CL 4309299 ...

Material editor: Custom node doesn't generate error in stats output

UE - Graphics Features - Aug 22, 2018

In 4.20 custom code material nodes no longer output their errors to the stats window. ...

Struct Boolean value can be changed when using a Set node for the struct in Blueprints

UE - Gameplay - Blueprint - Aug 21, 2018

If a struct has a property with the EditCondition meta after a Boolean property that is set to the Boolean property, this Boolean property will be changed inadvertently when a Set node is used for ...