URLs aren't parsed correctly when running multiple listen servers on one machine

UE - Networking - Nov 19, 2018

According to the UDN thread, a second listen server started on a machine will not process the travel URL correctly and fail to actually load a map in listen mode. ...

Filling Vertex Colors does not propogate down to other LODs

Tools - Nov 19, 2018

The original reported behavior called out that filling individual channels did not apply to LODs when LOD Model Painting = False. With changes implemented in 4627582, the initial fill will reach LOD ...

iPhone X Notch is off center on XR and XS Max when selecting their screen size in a UMG Widget

UE - Platform - Mobile - Nov 8, 2018

The iPhone X notch is off center on the XS Max and the XR. ...

Skeletal Mesh Ref Skeleton can be built before Skeleton has finished loading, meaning it misses Virtual Bones

OLD - Anim - Nov 7, 2018

Skeletal Mesh Ref Skeleton can be built before Skeleton has finished loading, meaning it misses Virtual Bones. Need to force Skeleton to finish loading before building ref skeleton (Like animation a ...

Vehicle Game - Input Interference when Controller Plugged in

UE - Gameplay - Input - Nov 2, 2018

GenericUSBController Axis values interfering with input when Xbox Controller is active. (Generic Inputs were added for Switch Support) ...

GetRandomReachablePointInRadius is displaying non reachable points when radius float values exceed 6000

UE - AI - Oct 31, 2018

When creating an Actor, and placing them inside of a geometric obstacle. GetRandomReachablePointInRadius is giving only non reachable points. The behavior happens when we set our navigational mesh b ...

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor

UE - Gameplay - Oct 12, 2018

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor.  Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...

Changing Frame Buffer Pixel Format to Float RGBA makes the editor brighter

UE - Virtual Production - Oct 4, 2018

The editor is very desaturated and bright when Frame Buffer Pixel Format is set to Float RGBA This does not occur when set to 8bit RGBA or 10bit RGB, 2bit Alpha ...

Add ENGINE_API to FPhysScene's AddPendingSleepingEvent and AddPendingOnConstraintBreak

UE - Simulation - Physics - Oct 2, 2018

Add ENGINE_API to FPhysScene::AddPendingSleepingEvent and FPhysScene::AddPendingOnConstraintBreak. Useful when overriding FPhysXSimEventCallback via FPhysScene::SimEventCallbackFactory. ...