RestrictedToClasses UCLASS Meta expects space delimiters but documentation shows comma delimiters

UE - Gameplay - Jul 19, 2019

The documentation: https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Metadata/index.html shows the RestrictedToClasses meta syntax as being RestrictedToClasses="Class1, C ...

Mobile Multi-View 4.23 preview regression

UE - Platform - XR - Jul 18, 2019

Black-screen when mobile-multi view is enabled in 4.23 preview.  Also confirmed on Oculus Go. +Occuring in 4.24 MAIN @ CL 7436536 Sidenote: In all tested engine versions - when enabling/disabin ...

Blueprints: Dragging variables into Categories with camel case naming adds spaces to the Category name; creating a second category in details view

UE - Gameplay - Blueprint Editor - Jul 18, 2019

In a blueprint: When dragging a variable onto a Category, and the Category name uses CamelCase, the resulting Category name of the variable will have spaces where the original did not.  "TestCategor ...

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 ...

When welding a procedural mesh component to a non-physics simulated static mesh that overlap they collide continuously

UE - Simulation - Physics - Jul 18, 2019

When attaching a Procedural Mesh Component with a copied static mesh to a static mesh component the two meshes collide and "push" each other (go flying on play). Weld is to be used for simulated ph ...

Translucent objects blink when using Vulkan with Kirin 970 device

UE - Graphics Features - Jul 18, 2019

Translucent objects ( e,g, effect, fog sheet ) blink when using Vulkan with Kirin 970 device. This issue doesn't occur on Vulan mobile preview, Snapdragon device, and Huawei honor 9(Kirin 960). ...

[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 ...