Animations imported with Skeletal Mesh are not marked as dirty and don't get saved

UE - Editor - Content Pipeline - Import and Export - Jun 21, 2016

Animations imported with Skeletal Mesh are not marked as dirty and don't get saved. They disappear when the editor is restarted. This does not occur in 4.11 or 4.13. ...

ScrollBox: Add Inertial Scrolling (Touch)

UE - Editor - UI Systems - Oct 16, 2015

Verify that inertial scrolling works in the ScrollBox and the ListView on touch devices. We have reports that it isn't working in 4.9, it may have been fixed since then, or not be as smooth as it c ...

StartCameraFade not fading camera

UE - Platform - Mobile - Aug 3, 2016

This started happening recently in 4.13 integrations. StartCameraFade node no longer has any effect. Fading no longer works in new VR Template. ...

UnrealMatch3 backgrounds not scaling correctly

Docs - Samples - Aug 4, 2016

The backgrounds for the interactive buttons have seemingly scaled down in the 4.13 engine version. The button icon themselves seem to have been unaffected. Screenshot comparisons included ...

WmfMedia: Track switching does not work

Media Framework - Aug 31, 2016

Track switching is currently not supported, because media with multiple tracks of the same type fail to load. Once that is fixed, implement run-time track switching. ...

Pressing enter does not appear to activate OnClicked events in UMG When a button is focused

UE - Editor - UI Systems - Nov 17, 2016

Pressing enter does not appear to activate OnClicked events in UMG When a button is focused Note: This appears to be a regression. This was working in 4.13.2 ...

Some components duplicated by Sequence Recorder

UE - Anim - Sequencer - Feb 23, 2017

Some components duplicated by Sequence Recorder Regression: YES Worked: 3249277 (4.14.3) Broken: 3299760 (4.15.0) ...

When changing Select Node index pin from boolean to int/byte options do not update

UE - Gameplay - Blueprint Editor - May 4, 2017

When changing from boolean to Integer/Byte the select nodes options are not changed to Option 0/Option 1 and instead are left as False/True ...

BeginPlay not called for Post-Process Anim Instance

OLD - Anim - Oct 29, 2019

Post-Process Anim Instances do not have BeginPlay called. The proposed fix is to addif (PostProcessAnimInstance) { PostProcessAnimInstance->NativeBeginPlay(); PostProcessAnimInstance->Blu ...

Typo in Tick Interval tooltip inside task blueprints

UE - AI - May 28, 2020

The BTTask_BlueprintBase class has a type in the tooltip for Tick Interval: " /** If any of the Tick functions is implemented, how ofter should they be ticked.Values < 0 mean 'every tick'. */" ...