Bone namespaces aren't properly handled by FillRecursivelySkeletonCompareData

UE - Editor - Content Pipeline - Import and Export - Aug 7, 2019

Incorrect warnings can be given when re-importing Skeletal meshes as FillRecursivelySkeletonCompareData does not use FFbxImporter::MakeName. ...

The "Random Integer in Range from Stream" returns the same value if the seed is power of 2 of anything above 22.

UE - Foundation - Core - Aug 7, 2019

When using the "Random Integer in Range from Stream" where the seed is a power of 2 after a certain point (2^22) the random integer that is returned is the always the same. If the seed is 2^23 + 1 i ...

ClampMax and ClampMin Ignored on FVector2D Details

UE - Editor - UI Systems - Slate - Aug 7, 2019

Reading data back from rendertarget not working on Android opengles 3.x

UE - Platform - Mobile - Aug 7, 2019

From user: "I believe the issue is deal to the implementation of FAndroidOpenGL, there is no overriding of FOpenGL::SupportsMapBuffer(),which always return from the base FOpenGLES2 method and it is ...

Certain combinations of 'bRenderStatic' and 'bNoSkeletonUpdate' on SkeletalMeshComponent produce undesirable behavior.

UE - Graphics Features - Aug 7, 2019

Issues observed:  - When bRenderStatic is on and bNoSkeletonUpdate is off, CachedMeshDrawCommands takes a significant chunk of time, because the scene primitive transform is being updated every fra ...

Android Client unable to join VOIP Host Session

UE - Online - Aug 6, 2019

Android client is unable to join a VOIP Hosted Session. The following messaging occurs when the Client tries to join a found session on Android:LogInit: BSD_Android: I am localhost (127.0.0.1:0) L ...

Setting Attach Track to Keep State prevents actor from detaching in sequencer

UE - Anim - Sequencer - Aug 6, 2019

Setting Attach Track to Keep State prevents actor from detaching in sequencer. The odd thing is if I set it back to Restore State or Project Default it continues to behave like this. In the attached ...

FLODUtilities::RegenerateLOD does not account for disabled cloth sections getting stripped

UE - Simulation - Physics - Character - Aug 6, 2019

When FLODUtilities::RegenerateLOD retrieves the ClothBindings, it does not account for disabled cloth sections getting stripped and can connect the Cloth Data to the wrong sections. See FillCloth ...

OnRep_Controller is not called when Controller is set in AController::OnRep_Pawn()

UE - Networking - Aug 6, 2019

We don't call OnRep_Controller after it's set to null in AController::OnRep_Pawn, so overridden implementations won't get called. While it's a little weird to call OnReps explicitly on the client o ...

Procecdural Mesh Components without a material assigned crashes on conversion to Static Mesh

UE - Graphics Features - Aug 6, 2019

This bug doesn't occur in 4.21. The issue is at line 157 in ProceduralMeshComponentDetails.cpp . When the procedural mesh has a material the crash doesn't occur. File location: Runtime/ProceduralMe ...