Crash hovering mouse over User Defined Struct array variable on Widget Blueprint breakpoint

UE - Gameplay - Blueprint - Jan 22, 2020

Looks a crash caused by an access violation when trying to export text from the property for the tooltip. Seems to be limited to arrays of user defined structs and the Widget Blueprint editor. ...

BlueprintGetter does not work with or disable AnimGraph Fast Path

OLD - Anim - Jan 23, 2020

When used as part of the fast path in an ABP, variable Blueprint Getters are not used. If something with a getter that does not conform to or is supported by fast path, is used then fast path should ...

In Niagara's "CalculateParticleRadius", StaticSwitch Input is connected

UE - Niagara - Jan 24, 2020

This may not compile properly. Should be fixed. ...

Creating BlueprintActor from EmptyActor produces an Actor with multiple DefaultSceneRoots

UE - Gameplay - Blueprint - Jan 24, 2020

This does not happen with UE4.22. Maybe related to CL#7462096 and CL#7476283. These are fixes for [Link Removed]. ...

Input pins are displayed when "StaticSwitch" is used in "Dynamic Input Script" of Niagara

UE - Niagara - Jan 24, 2020

The pin is missing the checkbox or dropdown to set the switch value on the function call node. It should only look like the screenshot if the switch value is propagated to the next higher caller. ...

MFI Gamepad support on Mac

UE - Platform - Apple - Jan 27, 2020

We are supporting a few controller on Mac (they can be seen in HIDInputInterface.cpp) but since Catalina it is possible to use the same GameController API as in iOS. This is an important feature fo ...

World Origin Shifting Rendering Desync On Play

UE - World Creation - Worldbuilding Tools - World Composition - Jan 27, 2020

Adding a camera to a subsequence through scripting creates the binding in the incorrect binding space

UE - Anim - Sequencer - Jan 27, 2020

Sequencer scripting creates all binding IDs in the root binding space, so when the bindings exist in sub sequences and shots, they will not resolve unless those are opened through the sequence that ...

Debug render complex collision incorrect for spline mesh components

UE - Simulation - Physics - Jan 27, 2020

The debug render collision for spline mesh components using a mesh with complex collision is incorrect and is not updated to reflect changes in the mesh's deformation. The collision response itself, ...

Editing child property values is affecting parent property values

UE - Gameplay - Blueprint Editor - Jan 27, 2020