Removing instances from HISM using Sequence node for execution in Construction Script behaves differently than ISM

Tools - Dec 17, 2018

When using the Construction Script to remove instances with the Get Instances Overlapping Sphere function to get the references, the behavior of this functionality is different for ISM and HISM if a ...

Build Plugin process fails with null reference exception when building a plugin that has "Can Be Used With Unreal Header Tool" set to true

UE - Foundation - Cpp Tools - Dec 18, 2018

Trying to use UAT to build a plugin that has CanBeUsedWithUnrealHeaderTool set to true will fail due to a null reference exception (log from Main CL 4666322 attached). This happens because the plugi ...

WMR: Crash in VR Edit Mode

UE - Platform - XR - Dec 19, 2018

Editor crashes when entering VR Edit Mode with WMR HMD ...

'Desktop User' is unable to see the laser pointer pointed by 'VR User'.

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 19, 2018

Host is unable to see lasers of clients. ...

Possessable with attach track has incorrect transform when converted to spawnable

UE - Anim - Sequencer - Dec 17, 2018

When converting to spawnable the transform of an actor is not correctly updated if it has an attach track. ...

Transform is incorrect when attach track is added in master sequence if object is in both master sequence and shot sequence

UE - Anim - Sequencer - Dec 18, 2018

It appears that attach tracks do not account for sub sequences when compensating for transform tracks when created. ...

Dynamic input scripts crash when removing IF node's Pin and recreating it

UE - Niagara - Dec 19, 2018

This seems to happen with other NiagaraScript. According to Licensee, when this operation is done, it seems that the ID of the parameter is incorrect. ...

Extra column that cannot be edited is shown in Property Matrix when editing a Data Asset

Tools - Dec 19, 2018

When using the Property Matrix to edit a Data Asset, there is an extra column shown named "Native Class" that cannot be edited. This is most likely due to the code only checking to see if a property ...

BP function node inputs can unintentionally add or clobber metadata

UE - Gameplay - Blueprint - Dec 19, 2018

Blueprint inputs are added to nodes as metadata, with the key set to the pin name and the value set to the default for that pin. Since blueprint functions allow you to name your own input pins, this ...