Watch Pin Crash on Softclasspath

UE - Gameplay - Blueprint Editor - Mar 26, 2020

Mousing over a softclasspath pin from a struct while debugging a Blueprint can lead to a crash.  ...

Landscape Grass does not spawn initially outside Foliage Mode

UE - World Creation - Worldbuilding Tools - Foliage - Mar 26, 2020

Foliage spawned from Landscape Materials is not initially created. The user must enter Foliage Mode before the refresh is pushed and foliage is created. I can reproduce this issue with or without E ...

GC stalls when loading a level with an Oculus HMD connected to the PC

UE - Platform - XR - Mar 26, 2020

Check the log. The GC is stalled on IsReadyForFinishDestroy for about 30 seconds. This is mixed with ovrp_WaitToBeginFrame. ...

USE_EQS_DEBUGGER affects runtime EQS results in SingleResult mode

UE - AI - EQS - Mar 26, 2020

The licensee described it really well so I'll just copy what he said: When EQS debugging is enabled via USE_EQS_DEBUGGER, queries run in 'SingleResult' mode will not clear discarded items from the ...

Making a navigation system 'strictly static' affects all subsequently created navigation system instances

UE - AI - Mar 26, 2020

The problem is a result of two things: UNavigationSystemV1::bStaticRuntimeNavigation being staticUNavigationSystemModuleConfig::UpdateWithNavSysCDO copying the data from nav sys CDO, including bStat ...

int64 UProperty with ExposeOnSpawn meta tag won't compile.

UE - Foundation - Cpp Tools - UnrealHeaderTool - Mar 25, 2020

int64 UProperty with ExposeOnSpawn meta tag won't compile from a C++ UUserWidget class. ...

Assert Crash when Attempting to rename Vector variable with open split pins

UE - Gameplay - Mar 25, 2020

Assert Crash when Attempting to rename Vector variable with open split pins  ...

Flickering Decals on Mac in Mobile Preview

UE - Rendering Architecture - RHI - Mar 25, 2020

https://udn.unrealengine.com/questions/564376/flickering-decals-on-mac-in-mobile-preview.html ...

Desynchronised playback of firstime played SoundWaves with active AudioStreamCaching

UE - Audio - Mar 25, 2020

The SoundWave in the Content folder of the attached Project has been exported from Nuendo @ 120BPM 4/4, with a duration of exactly 1 Bar. The BP_Audio Actor uses the TimeSynthComponent to provide sa ...

There's a split in Normal of World Compositions Landscape.

UE - World Creation - Worldbuilding Tools - World Composition - Mar 25, 2020

[Image Removed] ...