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 ...

Changes to the frame rate settings for the Render Movie options do not appear to save

UE - Anim - Sequencer - Feb 28, 2019

Changes to the frame rate for the Render Movie Settings window do not appear to save in between uses (as is seen with the other settings). ...

Creating a new C++ Basic Code Project, based upon a deleted With Starter Content enabled

Tools - Feb 28, 2019

Upon creating a new C++ Project called "MyProject" with starter content enabled, if you delete the project folder from the finder, then re-create a new C++ Project under the same name "MyProject" wi ...

Unable to uncap framerate in Vulkan

UE - Rendering Architecture - RHI - Feb 28, 2019

On Linux machines users are unable to uncap their framerate in the editor. This issue has been observed in multiple maps, including TM-URO and TM-AnimPhys, as well as Third Person Blueprint projects ...

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 RepLayouts will only be cleaned up when the Owning Object is no longer valid.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 ...

Collision not showing after switching between No Collision and Default

Tools - Feb 27, 2019

When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...

Crash When Building Lighting for a Level with Previously Purged Lightmaps

UE - Graphics Features - Feb 27, 2019

If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...

CCD can produce incorrect results at low frame rates

UE - Simulation - Physics - Feb 27, 2019

The attached project has a fixed frame rate of 30fps with a simulating CCD cube above a with a full restitution floor. The cube has an odd rotation, such that it impacts the floor at a single point ...

LineTraceComponent does not respect bEnablePerPolyCollision

UE - Simulation - Physics - Feb 26, 2019

USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...

Compile error when Blueprint Interface returns a map type variable

UE - Gameplay - Blueprint - Feb 26, 2019

A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...