GetHMDDeviceName function's name is no longer accurate, is confusing

UE - Platform - XR - May 30, 2018

UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName()  says it returns the "device" you are using, but it really returns the name of the SDK or XR System that you are using (for example launching o ...

Editor Crashing on Details Panel when Calling ForceRefresh

Tools - May 30, 2018

Editing bool of the nested child CrashableDataAsset causes crash. Expected: CrashableDataAsset children are properly assigned. Result: Engine crash ...

Forced reboot launching editor the first time

UE - Foundation - Cpp Tools - May 30, 2018

Note that before I tried running the editor via the Launch button, I just happened to run the Editor exe directly, and this did not repro then. After my PC rebooted I tried to reproduce it again an ...

Can't navigate in Viewport or use Hotkeys when launching UE4 with a Russian keyboard layout on Linux

UE - Platform - Linux - May 30, 2018

When using a Russian keyboard layout and/or a Russian keyboard, you can't use any hotkeys or navigate around the Editor. After testing this with a German keyboard as well, it is believed this issue ...

GetComponentsByClass fails to compile if Class provided is untouched

UE - Gameplay - May 30, 2018

When using the "Get Components By Class" node, you get a compile error if you don't change the default value of the Component Class on the node after adding it. It is believed the Component class no ...

PlacedEditorUtilityBase class no longer ticks in the editor

UE - Gameplay - May 30, 2018

This is a regression as it is working as expected in 4.18. When using the class PlacedEditorUtilityBase to draw a debug sphere, it doesn't appear in the editor in 4.19 and 4.20. ...

There are assets with no name when deleting datasmith assets

UE - Editor - Content Pipeline - Datasmith - Importer - May 30, 2018

Widgets provide warnings instead of errors for "Access None"

UE - Editor - UI Systems - May 30, 2018

Widgets provide warnings instead of errors for "Access None". When hitting and access none a widget blueprint does not produce an error. However, a warning can be found in the output log. This appea ...

WorldToMeterScale appears to snap back to default when VR headset does not meet 90 FPS if WorldToMeterScale has been changed

UE - Platform - XR - May 29, 2018

WorldToMeterScale appears to snap back to default when VR headset does not meet 90 FPS if WorldToMeterScale has been changed ...

Animation Blueprint Preview Window Does Not Display the Effects of the Anim Dynamics Node

UE - Anim - Runtime - Anim Blueprints - May 29, 2018

Animation Blueprint preview window does not update to displays the effects of the Anim Dynamics node. Preview updates fine in the asset's Blueprint and PIE. Still occurs when turning on "Enable L ...