Dbuffer Normals Incorrect In Forward Rendering

UE - Graphics Features - Apr 17, 2017

After enabling forward shading materials with their decal response set to "normal" have incorrect shading. In the example project there are many pointlights and their specular highlight doesn't disp ...

When move selected foliage to level, Foliage can not move to level.

UE - World Creation - Worldbuilding Tools - Foliage - Jul 18, 2017

With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...

Adding a Blueprint Interface (with function named "Test") to a Widget Blueprint with a variable named "Test" crashes the editor when compiling

UE - Gameplay - Blueprint Editor - Oct 5, 2017

Giving the Blueprint Interface Function and the Widget Blueprint Variable the same name, then adding the Blueprint Interface to the Widget Blueprint, causes the editor to immediately crash when comp ...

Error when using GetMass without Simulate Physics enabled

OLD - Anim - Oct 31, 2017

When using GetMass on an Actor Blueprint, an error is displayed when Simulate Physics is disabled, but GetMass executes successfully. Error Message: BP_Actor_80.MaterialSphere MaterialSphere has t ...

Building Lighting fails when lightmass importance volume scale is large

UE - Graphics Features - Jan 30, 2018

There is an issue when attempting to build lighting with a large lightmass importance volume when you build the lighting the editor freezes. This issue appears to be a regression Versions tested: 4 ...

Generate Particle Event Blueprint node doesnt generate particles at relative "InLocation"

UE - Niagara - Apr 3, 2018

The EventReceiver Spawn module doesnt seem to take in parameters from linked Particle Generated Event. When setting the location of the Blueprint node (In Location), the relative position of the Par ...

If Mesh is Reimported When Clothing Data is Applied Clothing Data Can No Longer be Edited

UE - Simulation - Physics - Character - Apr 5, 2018

Clothing data can not be applied after the mesh that had clothing data already applied to it has been reimported Error message "Failed to bind clothing asset "nameofmesh"_0LOD1 is already mapped t ...

Event Dispatcher implementation called several times (number of bound refs increases every compile)

UE - Gameplay - Jun 26, 2018

The number of calls to the Event Dispatcher increase each time the blueprint actor containing the reference is compiled. This issue was not present in 4.18.3 (CL-3832480) but is in 4.19.2 (CL-403378 ...

GPU Particles Don't Spawn at Correct Location When Used as Collision Event Receiver

UE - Niagara - Oct 8, 2018

GPU emitter doesn't spawn particles at expected location when it is an event receiver. Also disabling Interpolate Spawning in the emitter properties affect this behavior as well, making the particle ...

Objects with centered pivots become Actors instead of StaticMeshActors when imported via Datasmith

UE - Editor - Content Pipeline - Datasmith - Exporters - Jan 18, 2019

When selecting "affect pivot only" and choosing "center pivot" on 56 objects in 3DS Max 2019, 4 of them imported into Datasmith as Actors and not StaticMeshActors. This makes it seemingly impossible ...