Reapply removed bones appears to cause Reduction settings to be removed/disappear

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jun 17, 2019

If changes are made to the reduction settings of a skeletal mesh and then bones are removed via the "Bones to Remove" array. Then the reduction settings will disappear/get removed ...

Error during packaging if nativizing a blueprint that contains a TMap with a UserDefinedEnum as a key

UE - Gameplay - Blueprint - Jun 17, 2019

Certain Map container calls (e.g. Find, Add) will fail to compile at packaging time if a Blueprint class containing a Map variable with a user-defined enumeration as the key type is nativized. This ...

add_possessable doesn't work for all objects

UE - Anim - Sequencer - Jun 17, 2019

Using following code in Python: seq.add_possessable(seq.add_spawnable_from_class(unreal.CineCameraActor).get_object_template().camera_component) doesn't create a camera component track in sequen ...

Non-public BlueprintCallable function calls do not compile in a nativized Blueprint.

UE - Gameplay - Blueprint - Jun 17, 2019

A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...

Post Process Materials do not appear in Sequencer

UE - Anim - Sequencer - Jun 17, 2019

When Having a SkeletalMesh or Static Mesh, you can control Material Parameters directly. Something like that is missing for Post Process Materials. Matinee had a generic Float or Vector Track.If Se ...

Actor loses attach component when parent actor goes in and out of relevancy

UE - Networking - Jun 17, 2019

As described in the linked UDN, non-replicated components aren't being hooked up properly after an actor goes out & back into relevancy. The proposed fix sounds correct, calling MoveMapedObjectToUnm ...

Sequencer track appears to skip the first frame on an animation in UMG

UE - Anim - Sequencer - Jun 17, 2019

A sequence created in UMG appears to skip/ignore the first frame. If an event is set to fire off on the first frame of the sequence it will not fire. ...

Rich Text block appears to ignore material settings from default setting after style changes are made and ended

UE - Editor - UI Systems - Jun 17, 2019

After changing a rich text block to use a different style (from a data table) it will ignore the material applied to the the default text style and it will use the color instead. ...

The engine crashes when adding a new brush at newly created level by a specific way.

UE - LD & Modeling - Modeling Tools - Mesh Editing - Jun 17, 2019

issuesFBSPOps::csgAddOperation returns null if BuilderBrush has no valid polys.The creating level on content browser never calls "UEditorEngine::InitBuilderBrush(NewWorld);". But "New level" button o ...

Widget component navigation does not work in Standalone

UE - Editor - UI Systems - Jun 14, 2019

When running a standalone build, focus navigation doesn't work on widgets within a world-space widget component. This may be fallout from [Link Removed], which parented the widget component's virtua ...