Motion controllers appear misaligned when using the oculus touch controllers through steam VR

UE - Platform - XR - Jan 22, 2018

Touch controllers for oculus appear misaligned when using the Oculus via Steam VR. The controllers in game do not line up with the position provided by steam VR. ...

Locked actors still moveable in VR Editor

UE - Editor - Workflow Systems - Jan 22, 2018

Actors that are locked in the regular editor are able to be moved in VR Editor. Reproduced in 4.17.2 CL 3658906, 4.18.2 CL 3794801, and 4.19.0 P1 CL 3837072 ...

Root motion can accumulate large force until finally extracted

UE - Gameplay - Player Movement - Jan 19, 2018

Root motion can accumulate in some cases and then apply a huge force when it ends. See https://udn.unrealengine.com/questions/411340/root-motion-accumulated-while-unused.html ...

Collision does not work on Static Mesh created from BSP

UE - Simulation - Physics - Jan 19, 2018

After applying a Linear Stair brush to the editor and creating a Static Mesh from that brush, then setting its Collision Preset to BlockAll, the third person character is not able to walk up the sta ...

Objects are not cleaned up after gc when dragging a propery on a blueprint that reruns construction scripts

UE - Gameplay - Blueprint - Jan 19, 2018

It appears that the editor's memory usage can jump by as much as a 1GB when using a spinbox in the editor. This also has the side effect of causing the editor to freeze/hang temporarily Note: The j ...

Interface Message Call does not work correctly with ExpandEnumAsExecs meta specifier

UE - Gameplay - Blueprint - Jan 18, 2018

When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...

Destructible mesh loses collision and physics after packaging in 4.18.2

UE - Simulation - Physics - Destruction - Jan 17, 2018

Destructible Meshes are losing collision and physics after a project has been packaged. They will work normally when running PIE. ...

Attenuation visualizers disappear from viewport when changed

Tools - Jan 16, 2018

MediaSound component attenuation radius preview disappears from viewport when changed. You need to deselect and re-select the actor when you want to see a preview of your attenuation fall off. You d ...

The CanLaunchURL() function does not do what it seems to imply that it does

UE - Foundation - Core - Jan 15, 2018

The CanLaunchURL() function seems like it would check the provided URL to make sure it is valid. The comment for the function in GenericPlatformProcess.h appears to imply that this is what the funct ...