Changing a Grid widget's layer setting a runtime does not update

UE - Editor - UI Systems - May 11, 2018

When changing the layer settings for a widget with in a Grid panel at runtime there appears to be no change. The widgets do not update visibly, however when getting the layer setting it will reflect ...

Get Hit Result Under Finger by Channel appears to return the wrong location on MAC during PIE

UE - Platform - Apple - May 11, 2018

The location give by the Get hit result under finger by channel appears to be affected by screen size on Mac. When clicking an area in the level, it does not always return the area under the finger ...

AnimSequence's play rate is doubled when in a SyncGroup

OLD - Anim - May 11, 2018

It is because that the RateScale is multiplied twice. First at UAnimSequenceBase::TickAssetPlayer : {{ const float PlayRate = Instance.PlayRateMultiplier * this->RateScale;}} Second at UAnimSeq ...

editor rotation widget no longer correctly displays the degrees rotation label on high resolution displays

Tools - May 10, 2018

The editor rotation widget no longer correctly displays the degrees rotation label in a high resolution environment. ...

Light in Volumetric Fog offset in VR with Instanced Stereo and Forward Shading enabled

UE - Platform - XR - May 10, 2018

Light inside Volumetric Fog is offset in the right eye when viewing in VR with Forward Shading and Instanced Stereo Enabled If just Forward Shading or Instanced Stereo is enabled, this does not occ ...

Connections Expand When Using Layered Blend Per Bone Node With Blend Weight Over 2

OLD - Anim - May 9, 2018

When changing to the Blend Weight to a number greater than 2 the connections between nodes starter to blur in the anim graph. Connections become ever more distorted when zooming out of anim graph. ...

Crash Occurs When Retargeting Mannequin Skeleton to Daz Studio Skeleton

OLD - Anim - May 8, 2018

Crash occurs when the mannequin skeleton is retargeted to the Daz skeleton Does not occur in 4.18.3 ...

PostRepNotifies may not always be called

UE - Networking - May 8, 2018

FObjectReplicator::UpdateUnmappedObjects calls  CallRepNotifies, but does not call PostRepNotifies. Further, the order of CallRepNotifies and PostNetReceive in FObjectReplicator::UpdateUnmappedObje ...

Destructibles are not rendered correctly when fractured if Support Compute Skincache is enabled

UE - Simulation - Physics - Destruction - May 8, 2018

The rendering of the fractured pieces of a destructible is incorrect when Support Compute Skincache is enabled. The physics of the fractured mesh simulates correctly but the pieces do not render pro ...

Non replicated actor is not destroyed on Client when added to the level

UE - Networking - May 7, 2018

When placing an actor into the level that is not replicated the client will not destroy its copy when destroy actor is called. ...