Animation Blueprint with Shared Transition "marked" dirty

OLD - Anim - May 14, 2019

Animation Blueprints which contain a shared transition used to transition between two animation states will be marked as "dirty" every time the blueprint is compiled and re-opened. ...

Loading a map via File->Open Level... when it is already loaded in World Composition view does not reset actors to origin

UE - World Creation - Worldbuilding Tools - World Composition - May 14, 2019

Loading a map via File->Open Level or just by clicking on it to open it, when it is already loaded in World Composition view does not reset actors to origin. The actors instead keep the same positio ...

Draw to Render Target Android Regression

UE - Graphics Features - May 15, 2019

Regression in Draw Material to Render Target functionality. Enabling Mobile HDR is a workaround. Android tested with Note 4 Unable to verify Main CL 6395234 (Crash on Phone) No repro on iOS mo ...

Get Curve Value returns 0 in Anim Graph During PIE

OLD - Anim - May 15, 2019

The node "Get Curve Value" does not appear to return values as expected during PIE. When using the command "Watch Value" it shows up as 0.0 during PIE. ...

Ensure When Adding Nodes to Material Graph in Forward Shading

UE - Graphics Features - May 15, 2019

Ensure occurs when adding a Constant3Vector to the Material Graph in Forward Shading. Works as expected in 4.21 CL# 4753647 Found in 4.22 CL# 6063286 and 4.23 CL# 6395561 ...

Scene component appears to render in the incorrect location after calling SetWorldLocation() in editor

UE - Gameplay - May 16, 2019

Calling SetWorldLocation() on a USceneComponent derived component causes the rendering for the component to stop updating. The position can still be modified and the values will change, but it rende ...

Surface snapping attached actors cause unexpected behavior

Tools - May 17, 2019

Surface snapping causes erratic changes in scale to StaticMeshActors that have children of the same type. The user also has provided a potential solution to this bug (Please see the code below. N ...

Smart Nav Links created via Load Level Instance are broken, but Simple Nav Links are fine

UE - AI - May 20, 2019

Maps brought in via Load Level Instance that contain Nav Link Proxys configured to use the Smart Link instead of the Simple Link end up creating a link at the center of the world instead of their ac ...

Pivoting around an object does not appear to work when piloting an object in the editor

Tools - May 21, 2019

The pivoting feature (Alt + Left mouse button) appears to have been remove when piloting objects in the editor ...

Broken Composite Decorator

UE - AI - May 14, 2019

Reported by Square Enix on UDN, ...