Unhovered event occurs twice with 3D Widget when button is pressed and held

UE - Editor - UI Systems - Jul 21, 2017

When using a 3D Widget that is a button when you press and hold a button and move off of the widget and let go of the mouse the engine registers a second unhovered event. Engine Version tested 4.1 ...

AssetManager can load blueprints of the wrong type when redirectors exist

UE - Gameplay - Sep 29, 2017

The logic in the AssetManager to determine if a scanned Blueprint should be added to the primary asset directory is wrong if that blueprint has an active redirect targeting it. The simplest way to r ...

Videos of certain sizes no longer display in media players

Media Framework - Oct 27, 2017

Videos of certain sizes no longer display in the Media Player, this also applies to when the media player is a texture or in a material. This issue appears to be a regression. Versions Tested 4.16. ...

Datasmith Importer stalls Editor when importing large Rhino files

UE - Editor - Content Pipeline - Datasmith - Importer - Oct 15, 2018

Importing large Rhino files will cause the Editor to stall during the import process for a long time. When testing the attached file the Editor stalled close to an hour with no results. The attached ...

fbx attribute curve import do not support correctly tangent at the start end end of the curve

UE - Editor - Content Pipeline - Import and Export - Sep 2, 2020

We are not reading all the key flags and we do not import correctly start key and end key tangent. I create a shelve but this is not the complete fix, we must do this only if we do not have fbx ket ...

Crash when creating new projects or converting copies of old ones in Japanese

UE - Editor - UI Systems - Slate - Dec 4, 2014

There's a crash in FCharacterList::GetKerning() when using the editor in Japanese that is apparently fixed in one of these three changelists: CL# 2370014, 2370050, and 2370040 But they were not ...

Replace Reference feature is not replacing textures with new selected texture

Tools - Jan 4, 2017

Workaround:Open M_TableRound, move a node. Save the MaterialReopening the project seems to fix the issue Replacing the reference of the deleted table texture is rendering default material. Note T ...

Static meshes with auto-generated LODs can no longer share lightmaps between LODs

UE - Graphics Features - Feb 21, 2017

User report: With 4.15 using only auto generated LOD's static mesh LOD levels can't share computed lightmaps anymore. This cause severe memory increase and it's making lightmass build times way slow ...

Unable to define custom raw input defice configurations

UE - Gameplay - Input - Feb 21, 2017

The FRawInputDeviceConfiguration struct is not exposed so attempting to define custom raw input device configs fails with unresolved external errors when using: FRawInputDeviceConfiguration newConfi ...

Modifying a Static Mesh's "Y" Collision Rotation also modifies "X" and "Z" Rotation

UE - Gameplay - Dec 12, 2016

If the user modifies the "Y" Rotation value of a Static Mesh's Collision, the "X" and "Z" values are changed. The values will move +/- 1 point from their value prior to modifying the Y value. This ...