"Complex Collision Mesh" is not rendered in "Visibility Collision" view mode

UE - Simulation - Physics - Jul 29, 2020

Consider this function in StaticMeshRender.cpp. FStaticMeshSceneProxy::GetDynamicMeshElements Now look for this line in the function: if(bDrawComplexWireframeCollision || (bInCollisionView && bDr ...

Blueprint classes are listed in Object pickers, but will not work as expected

UE - Gameplay - Blueprint - Jul 28, 2020

Because of the way blueprints are implemented, the "Blueprint Class" asset actually points to the editor-only UBlueprint object. Because of this, all blueprint classes will show up as options for ge ...

Fix up IOS errors calling UI API from non-UI threads

UE - Platform - Apple - Jul 27, 2020

Pasted variable's default value is not preserved if you compile between undo and redo

UE - Gameplay - Blueprint Editor - Jul 17, 2020

If the user compiles the blueprint between undoing and redoing the pasting of a variable, the variable's default value is not retained. ...

Body Instance property changes made in construction scripts are not applied

UE - Simulation - Physics - Jul 17, 2020

7054614 was submitted to fix an issue with not being able to modify physics properties on instanced blueprints child components. This is related to [Link Removed]. This change causes BodyInstance t ...

Core Class Redirect doesn't work when converting from a C++ class to a BP

UE - CoreTech - Jul 16, 2020

The Export map will properly be updated but the creation of the import will fail with SourceIndex == INDEX_NONE From MarcA:  I'm guessing the import source index is always none for native classe ...

iOS Device Orientations Inverted

UE - Platform - Mobile - Jul 2, 2020

The EDeviceScreenOrientation landscape values appear to be inverted on iOS based on the comments in the code. i.e.EDeviceScreenOrientation::LandscapeRight // The orientation is landscape with the h ...

Renamed material parameters in layer functions don't propagate to MIs

UE - Rendering Architecture - Materials - Jun 29, 2020

Second controller input doesn't work in fullscreen mode on PIE.

UE - Editor - UI Systems - Jun 29, 2020

When two controllers connected, player2 input is disabled in full screen mode in PIE. This doesn't appear to be in focus. If seeing the any focusing widget, player1 focused on SViewport, but player ...

UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers

UE - CoreTech - UObject - Jun 9, 2020

UObjects returned from "Get Item Children" in a TreeView widget causes an engine crash, due to invalid pointers. User has proposed the following fix: The best fix is probably such: When Slate list ...