Preview 1 of the upcoming 4.27 release is available now on the Launcher and GitHub. We are making this Preview available so you can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle.
Please be aware that preview releases are not fully quality tested, are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.
Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.
Known & Fixed Issues
- Unresolved issues in 4.27 Preview targeted to be fixed by the 4.27 Release
- Unresolved issues in 4.27 Preview
- Issues fixed in 4.27 (the fix may not be included in the current available Preview)
4.27 Preview Summary
This list provides a brief summary of updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 4.27 release.
- Quartz Improvements. Updates include:
- Quartz can now run without an audio device, providing audio designers with the ability to run it on a dedicated server.
- Quartz has new Clock Handle Blueprint functions that provide audio designers with quality of life improvements - including starting, stopping and pausing the current clock.
- “NONE” has been added as an option to the Quantization enumeration to allow Quartz commands to execute as soon as possible.
Cinematic and Virtual Production Updates:
Take Recorder Shortcut. If the Take Recorder plugin is enabled, the Start Recording button will now appear in the playback controls. It can be used to start recording any selected actor into the current sequence, whether they are bound to that sequence or not.
Sequencer Director Shortcut. A shortcut to opening the Sequencer Director window has been added to Sequencer’s toolbar.
Property Multipliers. You can now multiply the properties of Template Sequence, allowing for scaling the intensities of animations and other properties from them. Right-click on a template sequence section and locate Property Multipliers.
Render Tool Selection. If the Movie Render Queue plugin is enabled, then the Render button in the Sequencer toolbar will now open Movie Render Queue. You can also specify which renderer you want to open with a dropdown menu next to it.
Object ID Groups. You can now specify Object ID groups in Movie Render Queue. Examples of groupings are by actor, material, folder, or layer.
Command Line Encoding. Movie Render Queue now supports Command Line Encoding, allowing for custom video render formats, such as using FFmpeg and the codecs it provides.
MRQ Config Asset Editing. Movie Render Queue config assets are now editable directly by opening the preset assets from the Content Browser. Previously these were only editable from the MRQ editor. This applies to Movie Pipeline Queue, Movie Pipeline Master Config, and Movie Pipeline Shot Config assets.
Virtual Camera Improvements. We continued to stabilize the Virtual Camera system, including improving Multi-User support for Virtual Camera.
Remote Control Improvements (Beta). We’ve made improvements to how you can remotely control the engine in a live environment. There have been several improvements so that you can control more properties and functions, and replicate them properly.
Remote Control Presets now support:
- Per-property metadata
- Rebinding properties
- Ability to expose custom events
- Actor functions
- Thumbnail previews over WebSockets
- Remote Control Replication over nDisplay
Remote Control Plugins for DMX, OSC, and MIDI. You can now use existing live show protocols, such as DMX, OSC, and MIDI, with the Remote Control system in Unreal Engine.
Remote Control C++ API. The Remote Control system now includes a C++ API to provide more ways to access and control the engine remotely. Previously, you could only access properties in the engine through web applications that used the Remote Control’s HTTP and WebSocket APIs. With the C++ API, you can now also control the engine and use the exposed Remote Control properties in external desktop applications.
UI Builder and Improved UX for the Remote Control Web Application. You can now quickly build complex web widgets without any code using the new drag-and-drop interface. We also redesigned the widget interfaces, and added more widget types focused on Virtual Production scenarios, including:
- Stage Position
- Wall Color Corrections
- Light Cards
- Level Snapshots
- Green Screens
nDisplay Improvements. This release, we focused on improving the user experience with nDisplay by redefining the workflow around setting up your nDisplay cluster. There’s a new nDisplay Root Actor to consolidate all nDisplay-related features and settings into one UAsset, and a 3D Config Editor to design your nDisplay setup.
This new workflow replaces the previous method of modifying configuration text files outside of the engine to create your nDisplay network. You can import previously created .cfg and JSON configuration files to convert them to the new UAsset format.
nDisplay Supports MipMaps on the Inner Frustum.
Improved mGPU Support in nDisplay (Beta). Effectively offload viewport rendering to another GPU using the improved mGPU feature for nDisplay. Increased parallelization and reduced lockstep overhead maximises further the expected performance gains from mGPU-enabled systems.
nDisplay Overscan (Experimental). By overscanning, you can now achieve continuity across multiple nDisplay render nodes for visually impactful post-processing effects such as bloom, ambient occlusion, and motion blur. Overscanning does come at a configurable performance cost.
This feature works with simple screens and projection policies, but more advanced policies, such as Mesh, are currently not supported.
Linux Support in nDisplay (Experimental). We added preliminary support for Linux in nDisplay and its tools ecosystem. Linux support is dependent on graphics card drivers, and some rendering features, such as ray tracing and Vulkan, are not currently supported.
nDisplay Synchronization. Leveraging previous work in 4.25 and 4.26 releases, we made improvements to Sync Policy #2 in both performance and usability. Improvements include:
- NVIDIA drivers 461.72 and later that support non-blocking present
- A refined internal sync render-thread barrier management, which will fix crashes and timing issues
- Exposed cvars to help with debugging
OpenColorIO Support in nDisplay. We added support for OpenColorIO in nDisplay to enable accurate color calibration that connects content creation in Unreal Engine to what the real world camera sees on the LED volume.
Level Snapshots (Beta). With Level Snapshots, you can record the current state of the level in a snapshot. Later, you can choose what to restore from that snapshot to update the level. This tool is especially useful for stage operators on a Virtual Production shoot because you can accommodate complex restore requests from filmmakers, such as “Go back to Take 6 and move all the trees, except for these five.”
Lens Distortion (Beta). Unreal Engine now supports Lens Distortion for projects using live camera tracking and live compositing. We created a Lens Distortion Shader based on the Brown-Conrady model and a new Lens Distortion Asset. The Lens Distortion Asset supports multiple zoom and focus calibration points and multiple STMaps.
We’ve also added support for Lens Distortion in Unreal’s tools, including:
- Live Link
- CG Layers with Composure
- Movie Render Queue
Live Link Improvements. We made improvements to Live Link, including adding rebroadcast support for virtual subjects.
Live Link FreeD Plugin (Beta). Live Link now supports the FreeD data protocol, which is a commonly used protocol for camera tracking and Pan, Tilt, Zoom (PTZ) cameras. Many PTZ cameras, such as the Panasonic AW-UE150 and the Sony BRC-X1000, are now supported through this protocol, and can be a cost-effective way to add tracking data to your projects.
Live Link VRPN Plugin (Beta). VRPN is a commonly used protocol for virtual reality and virtual production. The Live Link VRPN plugin allows multiple tracked devices to be distributed and replicated over nDisplay. This solution is replacing the previous workflow of setting up VRPN through nDisplay.
Frame-Accurate Sync of Videos with Sequencer and Movie Render Queue. Playback of videos with Media Framework will be frame-accurately synced to the timeline in Sequencer independently of the media player’s real-time behavior. Sequencer internally handles communication and setup for this synchronization with the media player.
Currently, only ImageMediaPlayer supports this new synchronization. If you use a media player that doesn’t support this feature, playback will start or stop close to what is indicated by the Sequencer timeline; however, frame-by-frame alignment could be random.
EXR Mipmap Support for Image Sequences in Media Framework. Media Framework’s image sequence playback now supports mipmapped EXR images. Mipmaps can be used in image sequences to reduce the amount of data loaded in. In UE, the mip level is selected based on an estimated pixel-to-texel density for each object displaying the image, unless otherwise set in the settings.
DMX Improvements. We continued to improve the DMX plugin, increasing its overall performance and stability under stress conditions, including improvements to protocol, Blueprint, and sACN. We also added integration with other engine features, such as Remote Control and nDisplay, and replaced Controllers by Ports with the new network settings DMX Ports.
DMX Pixel Mapping (Beta). We revamped the Pixel Mapping UI panel and core functionality. You can now effectively drive low-resolution panels or matrix fixtures by fetching the scene buffer, or any live texture, to generate the required DMX data at high performance.
Per-User Take Recorder Control in Multi-User. You can now control which nodes in a Multi-User session contribute to a Take Recorder capture. This means you can set nodes as recording nodes that contain additional simulated or animated data that is not visible to the Multi-User main operator.
Switchboard Improvements. We continued to improve Switchboard, adding the following features:
- Switchboard Listener remote binary updates
- Remote UE command execution on nDisplay nodes
- More telemetry information such as temperature and RAM usage
- Auto Multi-User server builds
- Improved p4 sync performance
- Ability to set the priority of launched Unreal and nDisplay processes
- Auto-scroll checkbox and line-wrap checkbox added to the log window
- nDisplay-only projects can set the name of the executable
Core, Iteration, and Cooking Updates:
Georeferencing. Georeferencing associates physical locations, like an area of a planet’s surface, with virtual locations, like UE4 levels. UE4 supports geographic, geocentric, and projected Coordinate Reference Systems to map real or fictional locations, including support for systems such as latitude/longitude and UTM coordinates, to your in-engine levels.
UE-As-Lib. With UE-As-Lib, you can build the UE4 runtime as a library and interact with it through a minimal, built-in API. This API starts UE4, optionally accepting a command-line and window handle, updates (ticks) it, receives Windows messages, and can shut it down. You can expand the API to suit your needs, exposing any existing or new functionality for external use.
Datasmith and Import Updates:
Datasmith Exporter Plugin for ArchiCAD. This release features a new Datasmith Exporter plugin for ArchiCAD. This plugin brings the Direct Link workflow and the ability to export .udatasmith files to Twinmotion and Unreal Engine-based applications.
- Geometry and hierarchy data exported in a structured way with Metadata
Datasmith Exporter Plugin for Sketchup. The Datasmith Exporter for Sketchup has been completely redone, adding support for the Direct Link workflow and Sketchup Pro 2021. This release also brings a new PBR Material graph, support for Metadata, and new batch exporting options.
Datasmith Exporter Plugin for Rhino Improvements. We have made a number of improvements to the popular Datasmith Exporter Plugin for Rhino. With this release, we have added Direct Link functionality between Rhino and Unreal Engine-based applications, such as Twinmotion.
- Support for a wide range of geometry modifiers
- Support for Worksessions
- Named views are now exported as Cameras
Datasmith Exporter Plugin Improvements. 4.27 brings the release of several enhancements and quality of life improvements to our existing Datasmith plugins. Beyond improvements to plugin stability and reliability we have added support for new versions of Rhino, Revit, 3ds Max, and Navisworks.
Visual Dataprep Improvements. Visual Dataprep provides you the ability to automate the process of importing and preparing your 3d data using a visual interface. In this release, we have made a number of enhancements and quality of life improvements:
- New Operators. A variety of new operators have been added, such as Plane Cut, Set Collision Complexity, Set Max Texture Size, and Select by Volume.
- UX Improvements. We have added a new Statistics panel, as well as added the ability to resize Action nodes.
- Core Improvements. We now have support for Actor components and per file format settings.
Universal Scene Description (USD) Improvements. This release features several enhancements to our Universal Scene Description (USD) toolset, with the largest focus being additional export options. This includes the ability to export Levels and Sublevels to USD, and support for Foliage and Landscapes. Unreal Engine 4.27 also features additional support for multi-user editing, additional options at runtime, and support for the Nvidia Material Definitions Language (MDL) schema.
Alembic Improvements. Unreal Engine continues to expand support for Alembic. We have expanded support for hair and fur by making it possible to bind Grooms to Alembic data that has been imported as a GeometryCache. We are also excited to introduce the ability to import an animated groom directly from Alembic to a GroomCache asset that can be used as part of a GroomComponent.
Design Configuration Template and Product Configurator Template Improvements. With Unreal Engine 4.27, we have released the Design Configurator template, an updated version of the Product Configurator template, into the Architecture, Engineering, and Construction category. This new template demonstrates the same interactive features and best practices for buildings as the Product Configurator template does for vehicles and products.
Both templates feature many UI enhancements and configurable interface options.
LiDAR Point Cloud Plugin Improvements. Unreal Engine 4.27 brings several enhancements to the LiDAR Point Cloud plugin that improve the import and manipulation of point cloud data.
This release contains the several improvements:
- Better Point Size Algorithm. The scalable algorithm has also been improved and a fixed point mode has been added. This new mode can be especially useful when working with a noisy asset.
- Improved Performance and Stability. Several improvements to the processing and streaming of the point cloud data have significantly improved performance for the end user.
- Improved Save/Load Performance. The serializer and streaming mechanic has been significantly improved.
- Simple Gap Filling. Points are enlarged and rendered using a new technique that minimizes visible overlap.
- Disable Frustum Culling. It is now possible to disable Frustum Culling which can help with the data stream delay when shooting cinematics.
- New Selection Methods. New Polygonal, Lasso, and Paint selection methods have been added.
Enhanced Input (Experimental). A streamlined but highly configurable input handling system supporting run time input remapping and complex customizable trigger rules.
Game Features and Modular Gameplay. Using the Game Features and Modular Gameplay plugins, you can create standalone features or data sets that are easy to add to, or remove from, your project. These plugins keep your project’s codebase clean and readable, while avoiding accidental interactions or dependencies between unrelated features. This is particularly important when developing live products that change their feature sets over time, or large and complex projects where minimizing unintended interactions between features is important for stability.
Data Registries. You can use Data Registries to load and cache global USTRUCT data based on discovery and caching rules that you configure. Data Registries provide an efficient way to store and access data from sources like data tables, integrate with the Game Features and Modular Gameplay plugins, and support dynamic resolution.
Mobile Rendering Improvements.The mobile rendering pipeline is improved, including both optimizations of existing features and newly available post-processes. The highlights of these improvements are:
- Distance Field Shadows, Fast Approximate Anti-Aliasing (FXAA), and Temporal Anti-Aliasing (TAA). These features are now available in the Mobile renderer.
- The Mobile Deferred Renderer. This feature’s performance and stability are significantly improved, and it runs on a wider range of Android devices. It also now supports Light Functions, IES light profiles, and simple lights.
Mobile Toolchain Improvements. We have revised the toolchains for iOS and Android in 4.27 to make them more useable and reliable.
- Android Toolchain Improvements
- Added Android memory profiler support.
- Added support for Visual Studio debugging for Android projects.
- Android Toolchain Improvements
Niagara Visual Effects Updates:
Module Versioning. You can now version a module, function, or dynamic input. This gives you flexibility when making your own modules, since you can set the functionality and save it to a version number. When you create a new version of the module, each time you add that module to your system you can choose which version of the module you want to use.
Behavior Examples. When you create a new Emitter you now have the option of selecting Behavior Examples. These are pre-filled emitters that are used to show one particular functionality within the Niagara system. They can help you to learn and explore Niagara functionality.
Niagara Debugger. This new panel gives you the option to turn on a HUD that will show detailed information about the Niagara system. It will also give you some options to help you debug your Niagara system in the Level Editor, such as:
- Play, pause, and stop Niagara simulations.
- Speed up or slow down Niagara simulations.
- Display detailed information on each particle in the system.
- Display a summary of information on each Niagara system in the level.
Debug Drawing. This functionality allows you to see a visual representation of some modules in Niagara systems, such as sphere, box, and more. You can debug your system and adjust the parameters of the module as needed.
Mesh Arrays in a Mesh Renderer. You can now add more than one mesh to a Mesh Renderer. By adding more than one mesh, you are creating a Mesh Array. You can either randomly spawn particles of those meshes, or you can use them in sequence as a flipbook.
Curve Editor Improvements.
- The Curve Editor within Niagara has been updated to match the Curve Editor in Sequencer. This gives you more advanced editing tools to adjust keys and retiming.
- Inline curve editors, which are displayed in the Selection panel, have also been updated. You can click on pre-made templates to quickly apply those commonly-used curves.
- There have also been performance improvements in the Curve Editor in this version, resolving an issue that was causing slowdown when dragging keys.
Parameter Definition Libraries. There is a new asset in Niagara called Parameter Definition Libraries. You can create a Parameter Definition Library to assign a collection of parameter definitions to a set of Niagara assets. Assets that use Parameter Definition Libraries are subscribed to those libraries, so that when a change is made to the source library that change is synchronized to the subscriber assets.
Select Node. There is a new node for Niagara scripts called the Select node. You can specify a selector type (integer, bool, or enum). You can use this node to define if, then statements. Depending on the value that is input into the Select node, it will output a specified value.
Hash Functions. There are two new nodes for hash functions, Hash Integer and Hash Float. By providing a set of integer inputs, they will output a random value. The difference between the Hash functions and the Seeded Random is that given the same inputs, Hash will always output the same value. In contrast, Seeded Random will generate a different output each time.
UX Improvements. There have been a number of UX improvements across the Niagara editor. This is included but not limited to:
- Auto-fill all options are available in the Filtered Bones and Filtered Sockets lists for Skeletal Meshes.
- Hotkey support for Niagara: J and K to cycle forwards and backwards in playback. S to isolate selected emitters. D to disable selected emitters.
- New and improved menus for Niagara scripts, modules, and dynamic inputs.
- Added a Library Only checkbox to the script actions menus.
- Suggested feature that lets you pre-label an asset as Suggested. These actions will appear at the top of the list as a section during search. In the case of dynamic inputs and modules they show at the top without searching.
- Many of the data interface functions now show helpful tooltips.
RAD Tools Integration:
Oodle Compression. Oodle Compression is now part of Unreal Engine, including the following products:
Oodle Data. This feature provides the fastest and highest ratio compressors for game data. Oddle Data Compression is now enabled by default in Unreal Engine, providing significant compression and faster loading for packaged projects.
Oodle Texture. This feature, combined with Rate Distortion Optimization (RDO), are the fastest and highest-quality encoders for block-compressed BC1-BC7 textures. Oodle Texture compression is enabled by default in Unreal Engine and RDO encoding can be enabled in the Project Settings.
Oodle Network. This feature provides a unique solution for real-time compression of network traffic, greatly reducing the bandwidth required by game servers. Oodle Network compression is used by Fortnite already, and can be turned on and trained for your game’s own network streams.
Path Tracer (Beta). Unreal Engine 4’s reference Path Tracer has now moved to Beta and is closing the gap between real-time Ray Tracing features. It includes physically correct and compromise-free global illumination, physically correct refractions, feature complete materials within reflections and refractions, and super-sampled anti-aliasing.
Improvements in 4.27 include, support for more Material Shading Models and Blend Modes, light transmission with glass (including approximate caustics), a wide range of light parameters, nearly unlimited number of lights in the scene, improved sampling techniques to reduce noise, support for Orthographic cameras, and improved support for Movie Render Queue.
GPU Lightmass (Beta) Improvements. GPU Lightmass continues to add improvements with features that include support for a wide range of light parameters, baking for Levels of Detail (LOD) meshes, colored translucent shadows, improved Multi-GPU (mGPU) support through Nvidia NVLink and SLI capable graphics cards, along with many bug and stability fixes.
Hair and Fur Rendering Improvements. Hair and fur rendering now supports two new cache-related features: attaching hair grooms to an Alembic Cache and the ability to import grooms that have already been simulated and contain cached per-frame hair data.
During import of an Alembic groom, the importer detects if the groom has animation or not. If so, it automatically generates two Groom Caches: one for the strands that have been animated and one for the guides that have been animated, which use simulation to animate the strands being rendered.
The Groom Cache can be assigned to a Groom Component using the Groom Cache assignment slot.
OpenXR Improvements. We added general improvements to the current set of features, and support for the following new features in Unreal Engine’s OpenXR plugin:
- Stereo Layers
- Splash Screens
- Motion Controller Visualization
Redesigned VRTemplate. We built the new VRTemplate using the OpenXR framework. The template is designed to be a starting point for all your VR projects. It includes encapsulated logic for teleport locomotion and common input actions, such as grabbing and attaching items to your hand.
The VR platforms currently supported by VRTemplate include:
- Oculus Quest 1 and 2
- Oculus Quest with Oculus Link
- Oculus Rift S
- Valve Index
- HTC Vive
- Windows Mixed Reality
Eye-Tracked Foveated Rendering (Experimental). Foveated Rendering is a technique that improves performance on VR devices by reducing image quality in the peripheral vision. Foveated rendering delivers a significant GPU performance boost with little perceptual loss of quality.
In 4.26, we offered support for fixed foveated rendering on Oculus Quest when running Vulkan. Now in 4.27, we’ve broadened our support to include eye-tracked foveated rendering using NVIDIA’s Variable Rate Shading (VRS).
This feature is currently only supported on Windows platforms with DX12 and GPUs that support VRS Tier 2.
Collaborative Viewer Template Improvements:
- Multi-scale support
- Section tool
- Works with Datasmith runtime, but the Datasmith files must be accessible by all participants
Fixed in Preview 2
|UE-112064||Set fixed bounds option on the dropdown does not work on system bounds|
|UE-112063||Set Fixed Bounds in emitter asset only works if the emitter was selected beforehand|
|UE-117196||Curve with Material type is displayed in Anim Curves panel when ‘Material’ checkbox is unchecked|
|UE-116024||ChaosDestructionDemo does not have Chaos enabled by default|
|UE-110119||Enable output velocity on translucent material causes D3D12 assert with -d3ddebug|
|UE-115976||DatasmithRhinoExporter - DatasmithDirectLinkConnections command not working on Mac|
|UE-117340||Lens Distortion - Crash if user try to reset to Default the Target camera component with Lens file enable|
|UE-117263||Samples Compat - Virtual Camera - Packaged game places player underneath the ground|
|UE-117301||Offset character when exporting FBX out of a Subscene via Python|
|UE-116820||nDisplay Screens change shape when modifying Outer Screen Percentage|
|UE-117430||Import JT file failed|
|UE-114112||Change Niagara Script Source Filters’ visuals to match the Content Browser filters|
|UE-115180||GitHub 7901 : Fixed Lightmap Density view mode crash when using tessellation|
|UE-113915||Lens Distortion: Setting an overscan FOV on a cine camera can result in a focal length that is below the minimum (4mm)|
|UE-117470||DatasmithCSharpFacade does not compile on build using < .NET 4.5|
|UE-117483||//UE4/Release-4.27 Compile error in RemoteControlField.cpop|
|UE-117001||Web Remote API - Specific parameters can not be rebind|
|UE-116881||Remote Control Preset - Changing exposed function parameter type crashes|
|UE-116839||Remote Control API - Can’t set string parameter of a function in a preset|
|UE-116279||Spawning web app from remote control preset doesn’t use current preset|
|UE-116985||Web Remote Control API - Backward compatibility issues with 4.26 assets|
|UE-109409||ReadBackTexture could be released in GameThread|
|UE-113854||Enabling Apple.InstrumentsEvents crashes the engine|
|UE-96587||GitHub 7248 : TSampleBuffer multi channel bug fix.|
|UE-117140||Applying changes to parameter definitions assets recompiles all scripts|
|UE-116448||[Audio Bus][Tool Tip] - Audio Bus Channels Tool Tip refers to Source Bus instead of Audio Bus|
|UE-113980||DS Materials: [M_StdEmissive] Does no longer handle opacity mask since 2020.1|
|UE-116784||Multiple PropertyAccess nodes in a single anim fails to compile|
|UE-116822||RandomPlayer node fails to deal with zero or v small blend in times|
|UE-117373||GitHub 8123 : Add a nullcheck to GetOwner in GetBlueprintForSequence|
|UE-112390||Crash when running commadlet -run=resavepackages and -noshadercompile is specified|
|UE-117336||Distance field collisions are broken in Content Examples|
|UE-117529||Too strict PSO filtering removes valid PSOs from the cache.|
|UE-117513||Animation in the Spawned channel is removed when exporting FBX|
|UE-116849||A level couldn’t be GC in some circumstance and the world is always in memory with Async and PendingKill flags|
|UE-110817||Launch is blocked on IOS by message about webauth plugin failed to load when WebAuth plugin is disabled|
|UE-117094||iOS Compat - iOS 12.X - Apps ran on iOS devices running iOS 12.X crash on launch|
|UE-116386||Boundary Bleed Color does not affect the boundaries of intersecting subsurface materials|
|UE-117308||Avoid generating Velocity and TAA shaders unexpectedly for mobile platform|
|UE-103733||DMX - Fixtures with Color Mix do not properly reset on Begin Play|
|UE-114534||DMX Patching - Cannot reset an attribute back to a null value|
|UE-116519||Crash while opening foreign project with a Unique Build Environment|
|UE-117337||GitHub 8109 : Fixed typo in #jira UE-117300 fix|
|UE-112986||It seems wrong process about clearing Render Targets in RenderBasePass|
|UE-115150||GitHub 7860 : Configures the procedural mesh object to accept ray tracing updates|
|UE-116220||Crash on Android When Launching Inclusively Nativized Match3 Game Due to Error in OpenGLShaders.cpp|
|UE-117105||Fatal error: /…/Runtime/OpenGLDrv/Private/OpenGLShaders.cpp] ActionRPG crashes on SHIELD Tablet|
|UE-117569||USD - Meerkat skeletal mesh has offset skeleton from its body|
|UE-117512||//UE4/Release-4.27 Compile error in RCWebInterface.cpp|
|UE-117456||nDisplay: Add 4x4 Matrix|
|UE-117291||Crash when reimporting USD asset whose material was assigned to a different USD asset|
|UE-117273||Parameter panel may sometimes be empty on first opening a script/emitter/system editor|
|UE-117052||Switchboard UI doesn’t launch from the Toolbar|
|UE-97297||Handheld AR camera freezes when rotated between portrait and landscape|
|UE-116882||Switchboard - nDisplay can not be launched after the Editor since the nDisplayConfig.uasset is busy|
|UE-117417||[CrashReport] UE4Editor-Slate!FUICommandList::ConditionalProcessCommandBindings(FKey,bool,bool,bool,bool,bool) [UICommandList.cpp:220]|
|UE-98030||Volumetric Material not compiling on Niagara Mesh Renderer|
|UE-105061||If use with mesh particles or use with niagara mesh particles is checked in the Usage flag of the material and the material domain is set to volume, compile error will occur.|
|UE-117531||Crash on Map with Existing Remote Control Preset|
|UE-117257||Tooltips for parameters that are not subscribed to parameter definitions are missing in the script graph|
|UE-114772||Make the Remote Control UAsset dirty after editing Remot Control fields|
|UE-114547||Remote API - OSC UI widgets not displaying|
|UE-114550||Remote API - OSC Floats properties clamped to 0-1|
|UE-114505||Remote API - Crash when using UI in Protocols section.|
|UE-114548||Remote API - OSC UI widgets Add-Remove inputs|
|UE-113406||Remote API - OSC Float to Boolean issue?|
|UE-114546||Remote API - Crash when clicking UI Entities|
|UE-100324||Create Duplicate Parent is not properly creating the parent emitter asset|
|UE-116808||[TM-FocusConcurrency] - Pressing Q doesn’t trigger the Concurrency rule for Audio|
|UE-117589||Focus tolerance is not verified when adding points to lensfile|
|UE-117206||Crash clearing Niagara Parameter Collection instance when previously created Niagara Parameter Collection is set|
|UE-116540||Dynamic animation baked through Sequencer doesn’t reflect what’s in viewport for some assets|
|UE-116354||Mac log spam with: Initializing EditorSessionSummaryWriter for editor session tracking|
|UE-115657||Crash when editing Niagara system added to the Actor with Child BP Class on mac|
|UE-117629||Automatic saving not working on spawnables in template sequences|
|UE-117012||Remote Control Preset - Preset Name is not displayed in the preset editor|
|UE-114120||Modifying Component to Control parameter somehow screwed up internal scales of the screens|
|UE-112057||Incorrect validation in FRDGUserValidation::Validation with 8 render targets|
|UE-104418||[Submix Effects][Crash] - Passing an array with empty pins to a Set Submix Effect Chain Override Crashes the Editor when triggered|
|UE-117678||resuming looping sound with virtual mode restart will result in incorrect sound cue state|
|UE-116335||[Stream Caching][Surround] - 5.1 Files cannot be previewed when Stream Caching is Enabled|
|UE-117680||importing 24 bit audio fails to properly import|
|UE-117620||Baking animation in sequencer broken|
|UE-117684||soloaudio persists in content browser after PIE|
|UE-115857||Remote API - Mapping range struct storage|
|UE-117046||Remote API - Crash deleting bindings|
|UE-116889||Remote Control API - Remote Control Preset needs to be reopen to display protocol bindings|
|UE-116103||Remote Control Preset - Crash when deleting a protocol from an exposed property|
|UE-116604||Crash - Remote API - Deleting 2nd MIDI binding|
|UE-117686||Improve attribute trimming for Niagara particle scripts|
|UE-114552||Remote API - OSC Crash with 4 Vectors in Postprocess|
|UE-113599||Remote Control Protocols Unsupported Types|
|UE-115444||RemoteControl - Linking a parameter with DMX leads to a crash|
|UE-117601||Hair card sampler is incorrect setup|
|UE-117696||Electra playback of mp4 files containing only video or only audio fails|
|UE-112473||Select overlapping actors fails on some edge cases|
|UE-117304||Material Preview with Clear Coat shading model and Clear Coat value set to 0 doesn’t default to Default Lit shading model|
|UE-103702||A single iteration source can be confusingly listed multiple times|
|UE-117230||Samples Compat - Win64 - Vehicle Game crashes with an Assertion Error on Play|
|UE-117270||Default Mode for Parameters that are subscribed to a Parameter Definitions is Library|
|UE-117706||The module version upgrade process is confusing for child emitters|
|UE-117236||Ensure can freeze the Editor for 30+ seconds|
|UE-115005||Package Fails for iOS - library not found for libCrashReporter.a|
|UE-114670||Avoid CRC sending telemetry and crash reports for third party titles.|
|UE-116552||Actor information persists in Level Snapshot Editor when snapshot is deleted and throws ensure when selected|
|UE-109057||A crash can occur during a batched compile of inter-dependent Blueprint assets via commandlet.|
|UE-117717||Datasmith content - Update material usage to avoid compile failure|
|UE-117708||Remote Control Preset - Exposing a property doesn’t set its edit condition to true|
|UE-117664||LensFile can crash if there are more points in the nodal offset table than in the focal length table|
|UE-117229||Missing Emitter.Age, Determinism, LocalSpace, OverrideGlobalSpawnCountScale, RandomSeed, and SpawnGroup|
|UE-115791||Parameters panel is not refreshed when selecting a different script version to edit|
|UE-117712||Can’t delete root category item when going from K1 to Distortion|
|UE-117674||Properties menu is empty on animation section blend context menu|
|UE-117756||Trim Left/Right menu does not contain hotkey info|
|UE-116909||The editor crashes after scrubbing backward from second audio track to the previous audio track|
|UE-117605||Copied sections are pasted on the same row in Sequencer|
|UE-113380||UE Editor Crashes During RHINO Resync After Changing Layer to Reflective Material (i.e Glass, Metal)|
|UE-117769||USD - Foliage instances missing when exporting LandscapeMountains|
|UE-117723||Revit 2022 Datasmith Exporter has depedencies on 2021 dlls|
|UE-117370||Crash after dragging a duplicate of a Dataprep’s filter to not allowed area|
|UE-117225||Crash selecting a Parameter Definitions parameter after changing its namespace|
|UE-107902||Niagara System’s override parameters in the Details panel are reset to default after refocusing the Level Sequencer|
|UE-117233||Make New and Add Engine Constant parameter categories are sorted with Parameter Definitions that have been promoted to the top of the creation/add menu|
|UE-117517||datasmith options not saved between sessions|
|UE-116302||Mesh Renderer Info enum is not populated with the mesh renderers|
|UE-111904||Precise motion vectors are incorrect for Sprites and Meshes with Emitter source mode|
|UE-95478||CompileTimeAnalyzer crashes with InvalidCastException: Specified cast is not valid|
|UE-117770||USD - Renamed prims persist after closing the stage|
|UE-117780||Keyframe is not adding via pressing the ‘Add a keyframe…’ button in the Details next to the ‘Actor to Track’|
|UE-117792||Adding two STmap points to a lens file that is currently being evaluated causes the editor to crash|
|UE-116884||nDisplay Configurator - Region changes on ViewPort are not consistent on projections|
|UE-117766||DatasmithRhinoExporter - Plugin crash after undo block command|
|UE-112195||VCam2 - Lens Kit Labels Do Not Update on Slider in UI|
|UE-116980||nDisplay: Enable cluster nodes OCIO checkbox doesn’t enable/disable the Cluster Nodes OCIO property|
|UE-103737||Niagara fails to alert users to gpu systems that fail to read from cpu systems using the attribute reader|
|UE-115531||FDistanceFieldAsyncQueue crash during cook with MetaHuman Hair assets|
|UE-116282||RemoteControl logger adds slate dependancy to RC Core module|
|UE-116735||AR Handheld/Android- 3d objects are not rendered in a AR environment|
|UE-115335||in HandheldAR, rectangular planes do not appear, origin gizmo|
|UE-112732||HandheldAR iOS: AR Planes do not have pink borderline around them in BP projects compiled through Windows|
|UE-116550||EXR Sequence Tearing Across Two Render Nodes|
|UE-117801||Sequencer : Control Rig: Undo of moving a key on second section causes selection to get lost|
|UE-117689||Crash in IOSPlatformTextField when copying buffer of editable text|
|UE-115584||Vector fields need to check for GPU access before errors about needing CPU access flag|
|UE-115028||GPU Lightmass - Performance regression at 16102191|
|UE-116435||Change title of popup window of datasmith runtime load|
|UE-117681||[Audio Playback][24-bit] - Audio files with bit-depth greater than 16 bits don’t playback consistently after import|
|UE-115827||Level Snapshots - Collections of structs are not restored properly|
|UE-117050||Camera Calibration. Curve management tools|
|UE-116333||Crash after GPU Lightmass Bake with multiple GPUs when resizing menu|
Fixed in Preview 3
|UE-119386||Skeletal Mesh LOD reduction does not use retargeting for bake pose|
|UE-118584||Override Game Mode in Media Render Queue does not work properly|
|UE-118295||Crash adding a key to a SectionToKey|
|UE-118397||UMG Sequencer: Animating FMargin tracks from relative-to-absolute with easing do not blend properly without a relative track (legacy)|
|UE-118829||selected nodes only not retaining upon selecting keys|
|UE-118837||Deactivating a shot section from scripting does not affect evaluation|
|UE-118777||Incorrect additive keyframing behaviour|
|UE-118979||Deleting transform track can fail to restore state|
|UE-118984||Select Key in Selection Range selects keys on actors that are filtered out of the Outliner|
|UE-118680||Non smooth (staircase) curves when recording using existing levelsequence with Timecode framerate lower than engine framerate|
|UE-119063||PlayTo overshoots in low framerate situations|
|UE-119051||Project Settings for Take Recorder’s Animation Recorder do not persist after editor restart|
|UE-119293||Guid of Actor Reference does NOT replace in UMovieSceneActorReferenceSection::OnBindingsUpdated|
|UE-119482||Shift Marquee Selection crashes Sequencer|
|UE-119463||Sequencer: Auto tangents aren’t recalculated if you set values in sequencer or if you delete key in curve editor|
|UE-119715||Take Recorder records a camera but creates a camera cut section with unresolved bindings|
|UE-119960||Take Recorder inaccuracies with attached objects|
|UE-120164||Recording nearby spawnable without starting at current timecode sets the sequences end playback range to be the current timecode|
|UE-120161||Sequencer: Python: Make sure to use specified FBX and Control Rig Import settings from Python|
|UE-120083||Animations are not recorded correctly when Save Record Assets is enabled.|
|UE-120082||Two animation assets are created when Pawn is recorded in TakeRecorder.|
|UE-104004||Oscilloscope Object in Niagara Only Reads a Quarter of the Buffer When Part of an Emitter that Targets the CPU|
|UE-117888||[Audio Import] - Audio types other than Wavs fail to import; unrecognized sound format|
|UE-100009||[Concurrency][Resolution Rules] - Stop Lowest Priority Then Prevent New doesn’t stop lowest priority sound and doesn’t prevent new sound in AudioQA map|
|UE-99966||[Concurrency][Resolution Rules] - Stop Lowest Priority does not stop lowest priority sound|
|UE-119917||Deprecation warning for FDerivedDataCacheInterface::GatherUsageStats with VS2017|
|UE-119173||Severe performance regression when using UnrealPak with file sizes >int32|
|UE-119181||GitHub 8189 : Adding support for Linux for RiderSourceCodeAccessPlugin|
|UE-118800||macOS Big Sur libc.dylib not found|
|UE-119096||Untracked files are present in Github build|
|UE-113404||DMX Previs Sample (Missing files from build and wrong show file extension)|
|UE-118769||Collaborative Viewer - Material Issues with Loading States and 3d Cut Volumes|
|UE-118767||Collab Viewer - Oculus VR and Steam are disabled - should be Enabled|
|UE-118853||Replace Handheld AR Template icon in the Games category with the previous one|
|UE-119458||Collaborative Viewer - Remove Steam and Oculus VR PLugin|
|UE-117080||Meshes change their position upon interacting with Attach/Detach trigger boxes in TM-ActorToComponentOverNetwork, TM-ActorToActorOverNetwork and TM-ComponentToComponentOverNetwork maps|
|UE-117059||Renaming gameplay tag back to its original name after editor restart removes it from Tag List|
|UE-118544||Circular references between blueprints are not retained when nativized|
|UE-118545||There are no objects on the TM-Nat_BP level in packaged Inclusive game|
|UE-118416||Electra is flagged as beta plugin incorrectly|
|UE-117095||Assertion failed: InputState == EInputState::AwaitingEOS /…/Decoder/Android/VideoDecoderH264_Android.cpp] QAGame crashes on Android|
|UE-120073||Setting up Mipmapping for a JPG or PNG seqeunce crashes the engine|
|UE-118943||DefaultGameMoviePlayer does not respect RHI suspension|
|UE-119763||EXR mipmapping breaks when the folder is non-square res (example 1024x512)|
|UE-119026||ShooterGame Fails to open on Mac when attempting to open with certain commands|
|UE-118466||ShooterGame Client/Host crash when joining game via Hosts Invite through System UI|
|UE-120203||EOS: String buffers are incorrect size|
|UE-118195||PixelStreaming crash with DX12 RHI|
|UE-118846||VolumetricLightmapVoxelization.usf(132:21): (error, code:5476) - ambiguous call to ‘dot’|
|UE-119536||Crash on startup due to race condition on FPlatformProcess::PushDllDirectory|
|UE-118949||Failure to launch UE 4.27 on CentOS with /lib64/libstdc++.so.6: version `GLIBCXX_3.4.21’ not found|
|UE-119403||Installed build creation fails with RunUAT ERROR: AutomationTool was unable to run successfully|
|UE-119776||Assert on closing Editor after creating Third Party Library plugin on Linux|
|UE-101681||Error while creating Third party plugin: Failed to load example third party library|
|UE-117844||SkySphereBlueprint renders on Mac with artifacts|
|UE-119217||UnrealBuildTool can crash on Apple Silicon|
|UE-118830||Mac - 4.27 - Test_font displayed incorrectly in Text Render|
|UE-118436||Crash when launching ShooterGame with -game argument on Mac|
|UE-118734||vfork has been deprecated, use posix_spawn instead|
|UE-87774||MAC rect light does not use assigned source texture|
|UE-120156||FASTBuild shader compilation is broken on macOS|
|UE-116537||VirtualTextureFeedback never success to map on Android if open a RVT Level from an empty level|
|UE-115005||Package Fails for iOS - library not found for libCrashReporter.a|
|UE-118786||GitHub 8165 : Arm - Fix GMaxWorkGroupInvocations on Vulkan|
|UE-115236||GitHub 7979 : Fixed line endings for Android installer scripts|
|UE-117658||ES3_1 Preview Rendering Level renders black when MobileHDR=false|
|UE-119771||After launching UE4Editor -game -featureleveles31 once, bPreferFeatureLevelES31=true gets saved to the ini file|
|UE-118186||BinkMedia’ and ‘DatasmithC4DImporter’ plugins have copyright issues|
|UE-119737||High VRAM usage causes GPU Crash when attempting to render Bink Video - FD3D12Resource Error|
|UE-118527||Clicking “Convert to Parameter” on constant 3-vector node in Material Editor causes crash|
|UE-119035||When loading any project in Binary the editor will compile shaders|
|UE-118240||TM-AnimPhys (UE4). Dark textures and too dark shadows on the level|
|UE-118752||Crash when shifting world origin in map with landscape that writes to RVT|
|UE-118603||Renaming parameters in Niagara scripts does not work|
|UE-118773||Engine tests and old assets with mesh renderers have their mesh replaced by a default gnomon|
|UE-118615||GitHub 8157 : Make NiagaraDataInterfaceArrayFunctionLibrary.h methods public|
|UE-118641||Parameters do not automatically link to their Parameter Definition when renamed to match on a pin|
|UE-118461||The Set Parameter module’s add parameter menu displays the code-based parameters instead of the Parameter Definitions|
|UE-118521||Renaming a Parameter Definition while an asset containing subscribed parameters is open will create multiple renamed x transactions for each updated reference|
|UE-119439||GPU Content Examples fail while in and after exiting Simulate mode|
|UE-119573||Niagara Count Buffer Leak when Editor out of focus|
|UE-118523||Crash renaming a Parameter Definition used in scripts/systems|
|UE-119928||-wshadow Shadowing error in NiagaraParameterDefinitionsSubscriber|
|UE-120092||Typo in RibbonRendererProperties: RibbonUV0Override & RibbonUV0RangeOverride|
|UE-96474||Subsurface profile rt transmission broken with denoiser|
|UE-99901||subsurface scattering flickering under 4.26|
|UE-119079||Punctual lights overflow radiance buffer when no source radius is set|
|UE-119627||Ray Tracing reflections do not support Hierarchical Instanced Static Mesh|
|UE-119471||DXGIGetDebugInterface1 could not be located in the dynamic link library dgi.dll when launching editor on clean machines|
|UE-119615||Stadia crashes when trying to use HDR mode|
|UE-119297||Vulkan bloom convolution causes crash|
|UE-119539||Crash in the TwinMotion project when counter UAVs are used|
|UE-115607||Hair physics not working in scene capture|
|UE-119341||The title hangs on the Warmup Island on Performance Alpha Mode with TArray<AVEncoder::FMediaPacket,TSizedDefaultAllocator<32>.|
|UE-118936||Vehicle templates are setup to use Chaos|
|UE-117328||Crash appears after reloading asset|
|UE-118707||Crash when baking materials for some skeletal meshes (like those found in Epic’s Car Configurator project)|
|UE-118812||GroomCache interpolation doesn’t work when scrubbing between 2 frames in Sequencer|
|UE-118623||Datasmith Sketchup msi: won’t install with specific region settings|
|UE-118737||Sketchup - Windows - Error at runtime in sketchup after plugin installation|
|UE-118500||DatasmithRhinoExporter - Plugin crash when deleting texture with DirectLink enabled|
|UE-118661||ArchiCad - Mac - Impossible to install plugin because need to be notarize|
|UE-119483||SolidWorks - Datasmith plugin - UI problems|
|UE-118970||Display states are not exported as variants if they’re not linked to configurations|
|UE-119624||DatasmithExporters on Mac automated build should .zip generated plugin versions together|
|UE-119870||Rotated UVs after Datasmith export from Solidworks|
|UE-119678||Datasmith Solidworks Exporter plugin MSI installer does not work with Solidworks 2020|
|UE-117464||Import CAD: Degenerate geometry|
|UE-93464||Inventor Assembly imports incomplete or missing geometry|
|UE-119435||HLOD not working in sublevels in cooked build when Save LODActors to HLODPackages is set to true|
|UE-118787||Linux: USD error with plugin enabled - libusd.so’ for ‘usd’ failed: No such file or directory|
|UE-118602||[Crash Report] UE4Editor-UnrealEd!FReimportManager::ValidateAllSourceFileAndReimport(TArray<UObject *,TSizedDefaultAllocator<32> > &,bool,int,bool,bool) [Editor.cpp:582]|
|UE-118311||Take recorder parent hierarchy not working in MU|
|UE-118775||Can’t remotely take record after exiting MU|
|UE-119479||Crash when persisting changes from MU|
|UE-119633||Use weak object reference for sequencer actors|
|UE-120118||Multi-User - Since CL 16909910 Opening a sequences is not propagated to the nDisplay nodes|
|UE-118548||Saving a sublevel that contains the nDisplay config asset crashes nDisplay nodes|
|UE-118561||No master sequence recorded - only sub scenes - when recording stage actor in MU|
|UE-118110||[CrashReport] UE4Editor-SlateCore!TArray<int,TSizedDefaultAllocator<32> >::ResizeGrow|
|UE-120206||ICFX Camera chroma does not create transaction when using color picker.|
|UE-118530||Undo stack gets corrupted when using color picker in widgets|
|UE-118487||UE Logo needs to be updated to the new style|
|UE-118273||The STypeLiveLink plugin should be disabled on the GoldenPath project|
|UE-119028||nDisplay packaging fails|
|UE-118559||Playing multiple EXRs in nDisplay crashes nodes|
|UE-108821||Maya plugins do not contain options to set Unicast and Static Endpoints.|
|UE-119582||Playing multiple EXRs in nDisplay crashes nodes - Mip Maps|
|UE-119756||Attempting to play AJA media source with Media Player crashes|
|UE-118794||Can’t evaluate calibrated focal length when zoom not streamed through LiveLink|
|UE-119614||Editing a LensFile asset changes all previously recorded level sequences that reference that LensFile|
|UE-119854||LiveLinkCamera: Cannot override filmback sensor dimensions on camera component when evaluating a LensFile|
|UE-119583||Cinecamera FIZ min max threshold preventing calibration values to be used|
|UE-118895||Post Process Volume Lacks Control for Offsetting Screen Temperature|
|UE-118713||Unable to set channel# in DMX Output Console Faders|
|UE-103731||DMX Template project - Yoke of Moving Matrix sticks through the head.|
|UE-117037||DMX Pixel Mapping - Matrix fixture generates infinite logs that can lead to a freeze of UE|
|UE-97379||Crash - using Matrix and DMX Fixture BPs|
|UE-118878||DMX plugins causing Linux and Mac Editors to crash when opening GoldenPath|
|UE-119258||DMX - Uninitialized variables in FDMXInputPortConfig and FDMXOutputPortConfig|
|UE-119000||DMX - Cannot set IP address for DMX ports via commandline|
|UE-117026||DMX - Pixel Mapping - Undo is not supported in Designer|
|UE-117139||DMX Library - Mode Selection Box in Patching Tab is buggy.|
|UE-119717||Divide by zero warning in DMX Fixture Zoom Component|
|UE-119588||DMX GDTF parser bug|
|UE-119910||DMX - Dynamically created level sequence player do not play DMX in packaged builds|
|UE-119574||DMX Pixel Mapping - Cells index and output do not follow the PixelMapping distribution|
|UE-120189||DMXPrevis Sample needs updating for 427 since we changed the plugin and fixtures behaviour|
|UE-118745||Editor Crash on selecting/hovering Custom Filter in Level Screenshot Editor|
|UE-119601||Level Snapshots - Non-Unity compilation error after 16842999|
|UE-118991||No warning when over-writing a level snapshot|
|UE-118428||Crash on the render nodes when loading a level snapshot|
|UE-118669||LiveLink - SteamVR doesn’t work upon restart if used with a LiveLink default preset|
|UE-119579||Crash when PrestonMDR LiveLink source is added from a Preset|
|UE-119849||LiveLinkPrestonMDR: Warning message triggered when setting Incoming Data Mode to Encoder Data|
|UE-118236||OpenXR doesn’t support Vive Trackers|
|UE-119939||MayaLiveLink Plugin - UDP Endpoints are not reverted to 0.0.0.0:0 after deleting the IP addresses|
|UE-118635||nDisplay Root actor initialization resets world instance on save in MultiUser|
|UE-118383||Enable flag for OCIO doesn’t work properly|
|UE-118040||Per-Viewport and Per-Node OCIO Settings Do Not All Work|
|UE-118437||OCIO is disabled when moving the nDisplay config actor over multi user|
|UE-118338||Final Adjustments to nDisplay Motion Blur Settings for Process/Traveling Shots|
|UE-118337||UX Design Discrepancies: nDisplay Viewport in Config Editor - Configuration|
|UE-118325||UX Design Discrepancies: nDisplay Config Actor - Configuration|
|UE-118668||nDisplay: Re-Import Not Available on New Imported Assets|
|UE-118320||UX Design Discrepancies: nDisplay Config Actor - Color Grading|
|UE-118321||UX Design Discrepancies: nDisplay Config Actor - OCIO|
|UE-118684||UX Design Issue: nDisplay Color Grading/Post Process Options and Organization|
|UE-118784||UX Design Issues: nDisplay Content Hidden Properties|
|UE-118834||Duplicating Post Process volume while in MU and nDisplay crashes nDisplay nodes|
|UE-118374||nDisplay template needs updating to 4.27|
|UE-118886||nDisplay Chromakey Post Process Blur Does Not Work|
|UE-118332||UX Design Discrepancies: nDisplay ICVFX Camera - Chromakey|
|UE-118776||nDisplay sometimes is not forcing focus successfully|
|UE-118329||UX Design Discrepancies: nDisplay ICVFX Camera - In-Camera VFX|
|UE-119078||Legacy .cfg files can be added to projects despite not being support by nDisplay|
|UE-119208||It is impossible to override RenderTexture_RenderThread behaviour|
|UE-119310||Incamera’s miplevels aren’t applied|
|UE-119312||nDisplay’s Viewport Override aren’t picking up changes|
|UE-118676||nDisplay / Inner frustum - Tracking marker tile distance corrupt marker texture|
|UE-119521||nDisplay screen reshape bug with locked aspect ratio|
|UE-119260||Chromakey marker UX updates|
|UE-119686||nDisplay nodes crash after light bake, leaving MU session and attempting to rejoin|
|UE-119750||Regression in White Balance/Color Temperature Toggle in nDisplay|
|UE-119759||Deleting a cluster item in the nDisplay configuration editor does not clear the item from the details panel, allowing users to edit a deleted item|
|UE-118259||Non blocking editor crash|
|UE-118989||Enable Inner Frustum bool on nDisplay Actor Root Component disables OCIO and Light Cards|
|UE-120093||Chroma Key Tracking Marker Marker color does not update|
|UE-119660||Chroma Key Tracking Marker Tile Scale Setting is Backward/Inverted|
|UE-119661||Chroma Key Tracking Marker Tile Distance Setting Scales Content Incorrectly|
|UE-119766||Manual projection policy regression|
|UE-119321||nDisplay Manual Projection policy doesn’t work|
|UE-119758||Undoing an cluster add operation does not work after saving/compiling an nDisplay config|
|UE-118958||Remote Control Preset - nDisplay OCIO Per-Viewports overrides settings aren’t correctly exposed|
|UE-118885||Exposing the nDisplay Cluster Root Actor at Top Level not Sufficient when Setting Object Position in Remote Control|
|UE-118480||Remote Control API - Allow changing Widget Type from WebApp|
|UE-118749||Remote Control API - Can’t send images through websockets|
|UE-118535||Remote Control API - Missing preset ID in PresetFieldsChanged|
|UE-118536||Remote Control API - Register to preset change notification using a PresetID|
|UE-118670||Remote Control Web Interface not Reliably Responsive|
|UE-118739||Remote Cotnrol API - WebApp with List has bad performance|
|UE-118398||RCP asset gets repeatedly corrupted|
|UE-118838||Web Remote Interface - Web app is not available when it is not rebuilt|
|UE-118866||Remote Control API - Some thumbnails are not returned with the right headers|
|UE-118422||Post process should be enabled automatically when touching any PP value in remote control|
|UE-118173||Web remote control can’t set stage rotation min/max from iPad|
|UE-119362||Remote Control API - Register to preset change only to loaded presets|
|UE-119367||Remote Control API - WebApp does not discover newly created presets|
|UE-119418||Remote Control API - Missing Mini Color Picker option in UE|
|UE-119033||WebApp Widgets are non-functional in binary build|
|UE-118944||Web Remote Crashes Editor Box when Driving Slider|
|UE-119662||Remote Control API - Deleted preset in UE is not removed from list in webapp|
|UE-119486||Exposing per-viewport color grading properties on second viewport doesn’t work correctly in remote control|
|UE-119218||Remote Control API - Precision Modal|
|UE-119616||Remote API - RC and MIDI property initialization|
|UE-119872||Color Picker Value slider will not move below 10%|
|UE-119868||Negative values are accepted in the Color Picker precision mode|
|UE-119489||Remote Control API - Duplicate a preset does not generate a new PresetID|
|UE-118959||Remote Control plugin causing Mac editors to crash when opening GoldenPath|
|UE-118298||Remote Control DMX - Default range values are not considering the channel size (16bits)|
|UE-118883||Adjusting the Slider on a Vector Doesn’t Immediately Transact on Initial Change|
|UE-119555||Integrate missing blackmagic linux integration|
|UE-119593||Switchboard doesn’t detect newly created map|
|UE-118612||GitHub 8154 : Fix OpenXR LocateViews use correct pipeline|
|UE-118610||GitHub 8152 : Work around out-of-bounds problem with late latch on secondary views|
|UE-118766||Android Package Command fails with :app:assembleDebug|
|UE-119852||Quest 2 controller models don’t show up when using the native plugin|
|UE-119668||Collaborative Viewer - CutPlane Feature is not added To the VR Pawn|
|UE-120047||OpenXR Remoting fails to attach actions to remoting session in 4.27|
|UE-120192||Crash in HPMotionController extension plugin|
|UE-119892||GitHub 8231 : Arm - Add Mali-G78 device profile|
Fixed in Preview 4
|UE-120342||As of CL 16942672 - Remote Take Recording always start recording at timecode 0:0:0:00|
|UE-120810||Create TraceAnalyzers module to share Analyzer classes|
|UE-120786||Crashes submitted from EGL binary is flagged with EngineModeEx=Dirty|
|UE-114648||Media player in TM-Shadermodels is failing to play|
|UE-120610||EXR ImgSequence fails when dataWindow is larger than displayWindow|
|UE-118624||Package with shipping configuration for IOS fails with error symbol(s) not found for architecture arm64|
|UE-120289||XR-plugin allocated Textures crash on startup on Android OpenGL|
|UE-120086||Android package crashes on Quest / Quest 2 due to Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)|
|UE-119610||Unable to add existing parameters to a Set Parameters module through the add menu|
|UE-119613||Renaming a parameter through the Set Parameters module to match a Parameter Definition does not automatically subscribe it to the definition|
|UE-119784||This specific variable names isn’t showing up in searches|
|UE-120475||Crash opening a Niagara System|
|UE-120631||Renaming a pin on select node or static switch can lead to a crash|
|UE-120788||R32 formats not converted properly|
|UE-118971||a suppressed part in a Configuration is translated as a material variant|
|UE-120144||ArchiCAD installer don’t detect ACAD 25 and SOLO|
|UE-120134||Crash when playing a GroomCache with varying topology|
|UE-120294||[JT] Degenerated Geometry|
|UE-120449||Crash when scrubbing in a level sequence with a GroomCache track|
|UE-120558||Datasmith textures doesn’t handle wrapping mode correctly|
|UE-120349||USD - Stage doesn’t load when rendering a different level with MovieRenderQueue|
|UE-120458||Frame warnings flood output log while playing SimpleComposure|
|UE-119910||DMX - Dynamically created level sequence player do not play DMX in packaged builds|
|UE-120069||DMX Pixel Mapping - UE crash if user set a negative size value on OutputMapping if Renderer Type is set as Material|
|UE-120197||DMX - IP address gets auto-changed to an ip available to the system when opening project settings, no way to change via BPs|
|UE-120435||DMX - DMX take recorder records the wrong matrix values|
|UE-120476||DMX - Pixel Mapping - Manual resizing of the DMX screen does not update correctly|
|UE-120479||DMX - Pixel Mapping - DMX output are not properly considering the cell distribution of a DMX screen|
|UE-118401||Level Snapshot nDisplay - Snapshots created without the nDisplay support plugin enabled are not properly restored|
|UE-118918||Ensure thrown when taking level snapshot - nDisplaySupportForLevelSnapshots|
|UE-120338||Level Snapshot - Deleted static meshes are not always restoring in nDisplay nodes|
|UE-117215||OCIO is disabled while moving actors in the scene (click drag)|
|UE-118330||UX Design Discrepancies: nDisplay ICVFX Camera - Inner Frustum Color Grading|
|UE-118333||UX Design Discrepancies: nDisplay ICVFX Camera - Override|
|UE-118621||UX Tooltip Discrepancies for nDisplay|
|UE-118896||nDisplay: Tracking Marker Texture Content Missing|
|UE-119259||Missing nDisplay output remap and textureshare post process settings in the GUI configuration|
|UE-119647||nDisplay’s OutputRemap regression|
|UE-119767||Override word should not be used in the naming of variables|
|UE-119978||Color Grading settings are still editable when Color Grading is disabled|
|UE-120195||Click and Drag Screen Percentage Fields Should Only Allow 0 to 1|
|UE-120227||Ability to specify cameras in a .ndisplay config for portability|
|UE-120282||Editor sometimes crashes when attempting to compile nDisplay config asset|
|UE-120284||Soft Edge Parameters are Ambiguously Named|
|UE-120285||Rename Override Section to Texture Replacement|
|UE-120481||Duplicating nDisplay actor sometimes crashes editor|
|UE-120611||Rename nDisplay ICVFX Camera Motion Blur Amount Setting to Intensity|
|UE-120674||chromakey shader compilation error in linux|
|UE-120675||DX11 quad buffer stereo regression|
|UE-120732||Mesh policy warp mesh visibility in packaged builds|
|UE-120792||ICVFX Template Project Cinecamera Actor Reference Missing|
|UE-120485||nDisplay/Switchboard - launching packaged .exe does not work without project files.|
|UE-116758||Remote Control - Merge settings into a common module|
|UE-119875||RemoteControl level snapshots default save directory is not the same as project’s|
|UE-119877||No feedback in remote control when taking a level snapshot|
|UE-120339||Web Remote - Editor crash while changing nDisplay inner frustum and chromakey settings|
|UE-120506||Remote web control - Web app displays incorrect parameters after editor re-joins multi user session|
|UE-119690||ARCore: FARCoreCameraTextureResource::InitRHI accesses NativeResource on RenderThread|