GetActorLocation and GetActorRotation have mixed up Tooltips

UE - Gameplay - Jun 4, 2018

Within the declaration of the APlayerCameraManager class, the GetActorLocation and GetActorRotation functions have mixed up Tooltips Result: Tooltip says to use GetCameraRotation for the GetActorLo ...

Incorrect values filled for nativized struct arrays when resized and packaged

UE - Gameplay - Jun 4, 2018

When packaging a resized structure array it changes the array value to a large incorrect number. Testing the struct in PIE yields expected results. ...

Multiple Physics objects on the client in one place jitter and shake

UE - Simulation - Physics - Jun 4, 2018

When simulating physics on multiple objects, they appears to jitter and shake on the client. This can lead to differences between the server and the client. This is especially show cased when runnin ...

Instanced Components variable not returning updated values in the construction script

UE - Gameplay - Blueprint - Jun 4, 2018

It is currently not possible to set variable values of an actor component, instanced in the level, by using the "details" pane. The Actor's construction script will only evaluate the variable defaul ...

[Rhino UVS] - UVW settings not applied to Rhino surface and solid imported objects

UE - Editor - Content Pipeline - Datasmith - Importer - Jun 1, 2018

Static Point build different lighting shape to what the Gizmo shows

UE - Graphics Features - Jun 1, 2018

It has no problem in 4.18 ...

Unconverted BP function library does not assign output parameters after function call in a nativized build.

UE - Gameplay - Blueprint - May 31, 2018

Stub functions generated for unconverted assets as dependencies of nativized assets do not properly handle output parameters (the result is not assigned after the ProcessEvent() call). Suggested fi ...

SkelMeshMerge not working for meshes with >1 LOD

OLD - Anim - May 31, 2018

Reported on UDN (see Additional Info URL). Looking at code, we call USkeletalMesh::AllocateResourceForRendering for every LOD, but we should only call it once. Need to check if our SkelMeshMerge t ...

Dynamic Shadow Distance only working for values below 20000 on translucent materials

UE - Graphics Features - May 31, 2018

The dynamic shadow distance movable light setting is only working for values below 20000 on translucent materials. The shadow cast on the translucent material will fade out long before the opaque ma ...

Although it is almost empty scene, the value of Draw value syncs to the value of Frame value on iOS device

UE - Platform - Mobile - May 31, 2018

Although it is a scene with little cost, the value of Draw value syncs to the value of Frame value on iOS device.  If it is less than 60 fps with t.maxfps 30 etc., this problem will not occur. Proj ...