Sharing Material shaders wastes memory and disappears from the memreport

UE - Graphics Features - Jul 18, 2019

Enabling bShareMaterialShaderCode breaks memory tracking and wastes memory due to issues in ShaderCodeLibrary. It is also worth noting that after cooking with bShareMaterialShaderCode enabled causes ...

Broken assignation of materials when merging meshes

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jul 18, 2019

See the following UDN for a good visual explanation of the bug: https://udn.unrealengine.com/questions/512811/view.html Seems like this was introduced around CL 5639656. ...

ARSharedWorld, AREnvProbe, and ARSaveLoad fail to build for iOS with clang error

UE - Platform - Mobile - Jul 18, 2019

ARSharedWorld fails to package at the build command for iOS with the following messages. Packaging (iOS): [1/4] sh /Volumes/Storage/Workspaces/Release/Samples/AR/ARSharedWorld4.23/Binaries/IOS/ARS ...

[CrashReport] UE4Editor-AnimationBlueprintEditor!FAnimGraphConnectionDrawingPolicy::BuildExecutionRoadmap() [AnimGraphConnectionDrawingPolicy.cpp:27]

OLD - Anim - Jul 17, 2019

Generated from CrashReporter Similar to [Link Removed] but in UE4Editor-AnimationBlueprintEditor ...

"Render in main pass" setting appears to be ignored when using ES3 and "Render in Custom Depth" is enabled

UE - Platform - Mobile - Jul 17, 2019

it appears that meshes cannot be removed from the main pass and still write to the custom depth pass when using ES3.1 ...

Using xcode-select to switch between Xcode 10 and Xcode 11 beta can cause Xcode 11 to be unrecognized by the editor

UE - Platform - Apple - Jul 16, 2019

After switching from Xcode 11.0 Beta 3 (11M362v) to Xcode 10 (10A255) and then back to Xcode 11, the editor no longer recognized that Xcode was installed on my machine when trying to use Xcode 11 as ...

Niagara Memory Leak in vertex buffer when increasing particle spawn rate on CPU sims

UE - Niagara - Jul 16, 2019

Increasing the spawn rate of a CPU particle sim will cause a memory leak in the vertex buffer.  ...

Custom Render Passes in Sequencer and High Res Screenshots are rendered incorrectly in HDR with DX12 and r.PostProcessingColorFormat=1

UE - Graphics Features - Jul 16, 2019

Buffer visualizations rendered in HDR through the high res screenshot tool or sequencer using DX12 and r.postprocessingcolorformat 1 will result in renders that only capture the first row of pixels. ...

On static mesh import correctly named materials in project aren't automatically applied

UE - Editor - Content Pipeline - Import and Export - Jul 16, 2019

When importing a static mesh into a project with the appropriately named materials in it already they won't apply to the mesh automatically when setting Search Location to All Assets without being i ...