Collision channel settings are not recognized in Standalone

OLD - Anim - Oct 18, 2017

Object instances that override the parent blueprint's collision settings are recognized in PIE but ignored in standalone or when running from the command line with -game NOTE: This appears to only ...

BP node value changes if function parameter default value changes.

UE - Gameplay - Blueprint - Nov 2, 2017

When a C++ function parameter has a default value, changing the default value will change any blueprint node of the function where the value is manually set. Regression: Yes - changing the default ...

Enable Per Poly Collision setting in skeletal mesh doesn't apply when adding mesh to level

OLD - Anim - Nov 30, 2017

On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...

Reroute Node Breaks Link in Material Editor When Used with Material Function

UE - Rendering Architecture - Materials - Nov 30, 2017

Adding a reroute node in the material editor between a texture object and a material function breaks the link and the texture object is no longer applied. Adding a reroute node into a spline that d ...

Using CommutativeAssociativeBinaryOperator with a BlueprintPure function causes an ensure when adding the function to a Blueprint

UE - Gameplay - Blueprint - May 3, 2018

A UFUNCTION that is BlueprintPure and has CommutativeAssociativeBinaryOperator set to true results in an ensure whenever it is shown in the Blueprint Editor. The reproduction steps cover adding the ...

Translucent Materials Receiving Incorrect Shadows in Forward Shading

UE - Graphics Features - Oct 2, 2018

Translucent Materials will receive incorrect shadows in forward shading. This is working as expected in 4.18 CL# 3832480 Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 CL# 4408769, 4.22 CL# 4413 ...

TimeStretchCurve doesn't work in Animation Montage

UE - Anim - Gameplay - Oct 9, 2018

Using a TimeStretchCurve in an Animation Montage doesn't cause it to slow down or speed up when keys are added to the curve.  Link to API: [Link Removed] This was reported and tested in 4.20.3 (CL ...

User focus navigation does not respect Wrap setting for Prev/Next

UE - Editor - UI Systems - Oct 11, 2018

Using Tab/Shift+Tab to navigates between all buttons on the player screen instead of the buttons that are constrained within an overlay Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.2 ...

When Both AnimMontage and AnimationTrack are Playing, the Blending Results are Different from Expectation

UE - Anim - Sequencer - Dec 11, 2018

When Slot animation by AnimMontage and AnimationTrack is done at the same time, the blend result differs from expectation. Probably because if AnimMontage's loop playback by EventTrack is executed, ...

BuildGraph builds some tools for Win32 even if Win32 is excluded from the build

UE - Foundation - Cpp Tools - Jan 16, 2019

When creating a local binary build of the Engine using the BuildGraph, there are several tools that are built for Win32 even if Win32 was specifically excluded from the BuildGraph (ie. -set:WithWin3 ...