SetAnimRootMotionTranslationScale Is not exposed to Blueprints

UE - Anim - Gameplay - Aug 5, 2019

The SetAnimRootMotionTranslationScale in Character.h is not callable by blueprints. ...

OnRep_Controller is not called when Controller is set in AController::OnRep_Pawn()

UE - Networking - Aug 6, 2019

We don't call OnRep_Controller after it's set to null in AController::OnRep_Pawn, so overridden implementations won't get called. While it's a little weird to call OnReps explicitly on the client o ...

FLODUtilities::RegenerateLOD does not account for disabled cloth sections getting stripped

UE - Simulation - Physics - Character - Aug 6, 2019

When FLODUtilities::RegenerateLOD retrieves the ClothBindings, it does not account for disabled cloth sections getting stripped and can connect the Cloth Data to the wrong sections. See FillCloth ...

Bone namespaces aren't properly handled by FillRecursivelySkeletonCompareData

UE - Editor - Content Pipeline - Import and Export - Aug 7, 2019

Incorrect warnings can be given when re-importing Skeletal meshes as FillRecursivelySkeletonCompareData does not use FFbxImporter::MakeName. ...

Move move events on widgets displayed via WidgetComponent will be offset in Standalone

UE - Editor - UI Systems - Slate - Aug 9, 2019

It appears the custom hit testing logic of WidgetComponent handles click positions well via UWidgetComponent::GetHitWidgetPath adding virtual mouse coordinates to the arranged widget, but mouse move ...

FSkeletalMeshMerge::MergeSkeleton calls BuildSockets before RefSkeleton is assigned

UE - Anim - Runtime - Aug 9, 2019

Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...

Audio tracks with multiple subtracks will paste parent track when a subtrack is copied and pasted in Sequencer

UE - Anim - Sequencer - Aug 8, 2019

Copying and pasting audio subtracks will paste the parent track and its subtracks not just the selected subtrack. ...

Dragging Audio assets onto the Sequencer timeline will create a new audio track when dropped onto an object's audio subtrack

UE - Anim - Sequencer - Aug 12, 2019

Dropping audio assets onto audio subtracks in the timeline adds them to a regular audio track instead.  ...

USkinnedMeshComponent::PredictedLODLevel can be set below MinLOD

UE - Anim - Rigging - Aug 12, 2019

 Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...

Crash occur when using AddSpawnableFromClass with BlueprintGeneratedClass specified

UE - Anim - Sequencer - Aug 13, 2019

BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...