Crash when using Find in Blueprints with String Table references

UE - Editor - UI Systems - Localization - Jun 14, 2018

Crash in UEngine::TickWorldTravel

UE - Networking - Jun 14, 2018

In UEngine::TickWorldTravel, in between calls to LoadMap() and LoadMapCompleted() it is possible that an error causes PendingNetGame on the world context to be nulled out (presumably by CancelPendi ...

Enable HDR Display Output on Game User Settings Crash

UE - Graphics Features - Jun 14, 2018

Crash when attempting to enable HDR via UserSettings This crash will also occur when project is fullscreen. User's Environment: "I have an Nvidia GTX 1080 Ti and have two monitors attached: 1. ...

Delay nodes occasionally don't fire the "Completed" output in a nativized build.

UE - Gameplay - Blueprint - Jun 13, 2018

This happens when the 32-bit LatentUUID signed integer that we generate for the delay node starts with "-1" when converted to an FString (e.g. "-1824950080"). During compilation, we pack latent fun ...

When Client Side Navigation is enabled, it is only initialized Server Side

UE - AI - Jun 13, 2018

'Allow Client Side Navigation' no longer appears to register Client-side navigation in 4.20. In 4.19 the logic that was setup to check for it returns both Client and Sever Side navigation systems as ...

DepthFade failed with Mobile MSAA

UE - Platform - Mobile - Jun 13, 2018

DepthFade will failed when Mobile MASS enabled. ...

Blueprint Diff tool does not mark changed properties as having been changed if they are in a custom nested category

UE - Gameplay - Blueprint - Jun 12, 2018

The Blueprint Diff tool does not highlight properties that have been changed from a previous version of the Blueprint if those properties are contained in a custom nested category. REGRESSION: No. ...

Changing the Level Streaming method will remove Levels from folders they were placed in

Tools - Jun 12, 2018

Changing the Level Streaming Method of a Level thats inside of a folder will remove it from the folder. Occasionally once all Levels have been removed from a folder, the folder will delete itself. ...

Auto Compute LOD Distance doesn't properly change screen sizes

UE - Graphics Features - Jun 12, 2018

Auto Compute LOD Distance doesn't properly change screen sizes. The screen size for each LOD will be exactly the same regardless of the mesh you use with generated LODs. Working as expected in 4.19 ...

[CrashReport] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateUniformBuffer() [d3d11uniformbuffer.cpp:218]

UE - Graphics Features - Jun 12, 2018

No user comments in crash group 208 check(Layout.ResourceOffsets.Num() == NumResources); 209 210 for (int32 i = 0; i < NumResources; ++i) 211 { 212 ...