'Set Timer by Function Name' not able to call functions that return an Output Parameter

UE - Gameplay - Jul 16, 2018

When using a 'Set Timer by Function Name' node with a Function that has an Output parameter it will fail at executing the Function. If the Function is called with an Event BeginPlay node it will fu ...

Houdini CSV in Niagara in Blueprints doesn't seem to work properly

UE - Niagara - Jul 13, 2018

See https://udn.unrealengine.com/questions/444762/how-to-change-niagara-system-exposed-parameters-in.html ...

Packaging fails during compilation when nativizing a blueprint using ForEach and ByteTo with a custom enum type

UE - Gameplay - Blueprint - Jul 13, 2018

When using Blueprint Nativization, the compilation will fail during packaging when using a ForEach loop or ToByte conversion with a custom enum in a TMap. Regression?: No This occurs in 4.18 ...

Cursors: 'Grab Hand' and 'Grab Hand Closed' appear as 'Hand' in packaged project

UE - Editor - UI Systems - Slate - Jul 13, 2018

GrabHand Cursors appear as Hand (Index finger cursor) in a packaged project 4.20p5 CL# 4173640 4.21 CL# 4179764 ...

Setting CrowdManagerClass via Project Settings doesn't work

UE - AI - Jul 13, 2018

Due to the way we pick CrowdManagerClass at runtime (see UNavigationSystemV1's constructor) whatever is being set via project settings is ignored. ...

Light Function Material with Volumetric Fog Causes Screen-Space Banding

UE - Graphics Features - Jul 12, 2018

With a light function being used on a light and volumetric fog enabled if you move the camera around it will cause screen-space banding at the edges of the screen. Found in 4.19 CL# 4033788, 4.20 P ...

Crash due to trying to run node of Editor Scripting category

UE - Gameplay - Blueprint - Jul 12, 2018

Application crashes when using nodes in Editor Scripting category in package. The reason is that the processing of the node in the Editor Scripiting category is surrounded by #if WITH_EDITOR.  As ...

Static Mesh nav collision updates do not update navmesh in level when building paths

UE - AI - Navigation - Jul 11, 2018

When updating Nav Collision on a static mesh, rebuilding paths in the level will not take the updates into account. The user has to update the static mesh in the level to see the updated collision ...

When Creating a widget that is used for the default drag image it starts in the top left and slides to the mouse position

UE - Editor - UI Systems - Jul 10, 2018

Default drag image appears to be offset when using a widget that is created just prior to clicking and dragging. The image starts in the top left and then slides towards the mouse. ...

Editing Instanced Subobjects on a Parent BP may change unrelated Instanced Subobjects on a Child BP

UE - Gameplay - Blueprint Editor - Jul 10, 2018

Child Blueprints with instanced subobjects inherit changes made by the Parent Blueprint's instanced subobjects, regardless of what property they are assigned to. Tested in 4.18.3 (CL - 3832480), ...