Maps of Wildcard type do not propagate values correctly when inside of macro

UE - Gameplay - Blueprint - Dec 7, 2017

There is an issue with Maps of Wildcard type that do not propagate values correctly when inside of macro. When using these in a blueprint there are errors and the blueprint cannot compile. This issu ...

Expandable Area does not respect scrollbox boundaries unless set to fill

UE - Editor - UI Systems - Dec 13, 2017

There is an issue where Expandable Area does not respect scrollbox boundaries unless set to fill. This occurs when the scrollbox is a child of another component. This issue does not appear to be a r ...

Reflections Not Behaving As Expected in Splitscreen

UE - Graphics Features - May 15, 2018

In splitscreen, Player 0 view influences reflections for other player views. A user submitted the included test project showing the issue, and I have reproduced on 4.18.3 as well as 4.19.2 (see Spli ...

Editor Preference settings get wrongly saved within project instead of editor

Tools - Jul 23, 2018

Various settings within the Editor Preferences window get saved within the project instead of the Editor. If someone were to heavily modify their Editor Preferences they would have to set it up agai ...

Child Actor components on Clients use the incorrect default values for variables that are not being replicated

UE - Gameplay - Blueprint - Aug 28, 2018

When a Child Actor's class is replicated but the individual variables are not, the individual variables will use the default of the original BP class instead of the defaults that were set in the Chi ...

Missing Service Node warning when opening project

UE - AI - Sep 24, 2018

Services in the Behavior Tree sometimes don't work when the project is first loaded. The Behavior Tree will print a "missing service node" warning and the BT will remain inactive. This was reported ...

UVs are scaled drastically when importing from Solidworks

UE - Editor - Content Pipeline - Datasmith - Importer - Sep 28, 2018

UVs are scaled drastically when importing from Solidworks. When comparing it to an Engine Cube and adding a texture to it you can see the difference in UV scaling. The texture will need to scaled to ...

EarlyZPassOnlyMateriaMasking Makes Masked Materials on Particles Flicker When Close to the Camera

UE - Niagara - Oct 12, 2018

When "r.EarlyZPassOnlyMaskedMaterials" is enabled, masked materials used with particles will flicker when close to the camera. Found in 4.17 CL# 3658906, 4.18 CL# 3832480, 4.19 CL 4033788, 4.20 CL# ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

UE - Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...

Skeletal Mesh rigid body simulation is not being updated with correct bones locations right after Skeletal Mesh is spawned

UE - Simulation - Physics - Nov 5, 2018

When simulating in Editor, the Skeletal Mesh bone locations are not being passed into simulate if the simulation is being toggled the same frame when the Mesh is being set on a Skeletal Mesh compone ...