Double-Sided Geometry Collision Doesn't Work When Using Set Physics Linear Velocity

UE - Simulation - Physics - Sep 10, 2018

Double-sided geometry collision doesn't work when using physics set linear velocity. This does not occur when using floating pawn movement or character movement components. Working as expected in 4 ...

Support for 16-bit precision for positions in vertex buffer

UE - Graphics Features - Sep 7, 2018

Add support for 16-bit per component format for POSITION in vertex buffers as an option. Half-precision is already supported for UVs and TANGENTS on a per model basis, and was hoping that this woul ...

Spawned actors with meshes become invisible in editor after changing level

UE - Graphics Features - Sep 7, 2018

When moving actors spawned from within the editor to a new sublevel, their meshes stop rendering. However, if you open a new level then re-open the old level the meshes become visible again. You wil ...

Disallow assigning external textures to Slate widgets

UE - Editor - UI Systems - Slate - Sep 7, 2018

External textures cannot be directly assigned as a brush texture; you need to assign a material that samples from an external texture instead since it generates special shader code to access it. ...

Niagara Translucency Sorting Issue with GPUCompute Sim

UE - Niagara - Sep 7, 2018

Niagara translucency sorting mode doesn't apply to a particle set to be GPUCompute Sim. Found in 4.20 CL# 4302132 and 4.21 CL# 4348893 ...

Select All Descendants in World Outliner Does Not Highlight Everything Selected in Sub Folders

Tools - Sep 7, 2018

Selecting all descendants of a folder hierarchy in the world outliner doesnt accurately show what all is selected. This does not always occur and is a visual bug. The items in the level are still se ...

Clothing Pops on start and LOD switching

UE - Simulation - Physics - Character - Sep 6, 2018

Clothing can have noticeable popping when switching LODs, and there is currently no mechanism to initially start cloth in a resting pose, causing popping on spawn. ...

NavLink component does not account for the cost of the path set by AreaClass

UE - AI - Sep 6, 2018

In the test case, the NavLink component has a navigation cost of 1000000000. When the AI navigates to the NavLink the printed cost is only 2677. It is believed that the AreaClass isn't being taken i ...

Movable Point Lights Don't Cast Volumetric Shadows From Meshes Whose Materials Have Tesselation Enabled

UE - Graphics Features - Sep 6, 2018

Point lights don't cast volumetric shadows from meshes with materials with tessellation, even if tessellation multiplier is 0.  Found in 4.19 CL# 4033788, 4.20 CL# 4302132, 4.21 CL# 4347190 ...

Can't select BSP in sublevel after change Level Tile's position

UE - LD & Modeling - Modeling Tools - BSP - Sep 6, 2018