Widgets added via the user created section do not update when changes are made to the child widgets

UE - Editor - UI Systems - Apr 29, 2019

When updating a widget's settings, those changes will not be reflected in the defaults of any instances where that widget has been used. ...

Trimming an animation that uses root motion can cause the direction of the animation to appear off

UE - Anim - Gameplay - Apr 26, 2019

After trimming an animation that includes a rotation in the begining the translation for the root motion appears to be applied as though the rotation had still been applied. I have included the or ...

Assess visual lag of the new UV access nodes for pass through camera materials on AR platforms

UE - Platform - XR - Apr 23, 2019

When testing UE-64750, there seemed to be some visual lag in the passthrough nodes, when compared to the camera feed.  Was not able to test due to UE-72829 (which is really just a different set of r ...

It will cause a crash if a level remove from world failed

UE - World Creation - Worldbuilding Tools - World Composition - Apr 21, 2019

While using Rootmotion with blendout, the velocity will always fallback to 0.

UE - Anim - Gameplay - Apr 19, 2019

We skip CalcVelocity for CharacterMovement while HasAnimRootMotion, and we do ExtractedRootMotion.MakeUpToFullWeight() anyway.  This caused problem that when we blend out a rootmotion anim, it will ...

Properties of placed-in-map actor instances may not replicate if their default has been edited

UE - Networking - Mar 26, 2019

If the default value of a replicated property is edited on an instance of a placed-in-map actor, then on the server is value is changed back to the default, a client who joins in progress after this ...

Duplicate the mesh will not duplicate the foliage on it.

UE - World Creation - Worldbuilding Tools - Foliage - Mar 22, 2019

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

UE - Framework - Blueprint - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...

RepLayout can hold onto hard references to owning objects, preventing them from being destroyed.

UE - Networking - Feb 28, 2019

RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...

Foliage LOD's Screen Size Can't be Set Higher Than 1.5

UE - World Creation - Worldbuilding Tools - Foliage - Jan 31, 2019

Foliage LOD's Screen Size Can't be Set Higher Than 1.5 Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4827620, 5.1 CL 20024840 ...