Gamepad button press and hold does not hold focus

UE - Editor - UI Systems - May 25, 2017

When using a gamepad (Tested with an X-box 360 Controller) if you press and hold a UMG button down and then use the D-pad or another form of movement the currently pressed widget component (In the t ...

World Position Offset causing Cracks in Meshes on certain iOS Devices

UE - Platform - Mobile - May 24, 2017

When using World Position Offset and pushing verts of a mesh, cracks appear on the surface using WPO when deployed to an certain iOS devices. I used the Mobile Previewer to compare results to how t ...

Inconsistency in clickable widgets when a selection is held down

UE - Editor - UI Systems - May 24, 2017

Inconsistency in clickable widgets when a selection is held down . In this example the button widget reacts only once, while the combo box appears to repeatedly fire while the enter key is held ...

NumPublicConnections and NumOpenPublicConnections Always Returning 0 Using Steam OSS

UE - Online - May 24, 2017

When attempting to get the NumPublicConnections or NumOpenPublicConnections, they are always returning 0 when using SteamOSS. ...

Widget does not completely fill the screen on hmd

UE - Editor - UI Systems - May 24, 2017

Widget does not completely fill the screen on hmd ...

Loss in Specularity on Skin Shading when Shadowed by Indirect Capsule Shadows using r.sss.checkerboard 0

UE - Graphics Features - May 23, 2017

A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...

DetourCrowdAIController Using Incorrect Nav Agent

UE - AI - May 22, 2017

Pawns using a DetourCrowdAIController do not appear to be using the correct Nav Agent when attempting to move. Setting the AI Controller class to a normal AI Controller allows it to complete the s ...

Code Delegate behavior is not consistent based on where the delegate is created

UE - Gameplay - Blueprint - May 22, 2017

When a delegate is created in a component class, adding the component to a blueprint will show the delegate in the Event section of the Details panel when the component is selected. This allows an ...

Rotation Not Always Replicated When bUseControllerRotationYaw is Set to False

UE - Networking - May 19, 2017

Rotation does not always appear to be replicating when bUseControllerRotationYaw is set to false on the Character's class. This seems to occur 4/5 times. There are the occasional times where telep ...

Mismatching Between Visual and Collision of Destructible Mesh Using Import FBX Chunk

When you use "import FBX chunk" function of destructible, Mismatching between visual and collision occur. ...