Selected option in combo box is not always fully in view

UE - Editor - UI Systems - May 24, 2017

Selected option in combo box is not always fully in view. In the example the selected option (highlighted in yellow) can end up almost completely out of view when navigating through the options of t ...

FVector::Normalize does not set Vector to (0,0,0) upon failure, as described

UE - Foundation - Core - May 24, 2017

The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...

OnParticleCollide doesn't return Velocity on every bounce

UE - Niagara - Jun 2, 2017

OnParticleCollide doesn't return Velocity on every bounce. In code it lists all the return pins trigger 'on kill'; however, all other pins return correctly on each bounce but the velocity does not. ...

Regression in reroute node alignment, causing them to no longer line up with any wires

UE - Gameplay - Blueprint Editor - Jun 2, 2017

The change to make the grab handle a uniform size in CL# 3319966 changed the distance from the top of the node to the pin, which breaks a part of their primary purpose, to soothe OCD misalignment is ...

Hot Reload picks up outdated Blueprint Function Library

UE - Gameplay - Blueprint Compiler - Jun 5, 2017

Making changes that can potentially alter the CDO or other aspects of a UBlueprintFunctionLibrary can cause BP compilation issues with cryptic messages. This is caused by the Owning Blueprint (i.e. ...

Typo in Pick Parent Class for blueprint

UE - Gameplay - Blueprint - Jun 26, 2017

There is a typo in the Pick Parent Class for blueprints. It is in the description for the pawn. The word receive is spelled receieve. ...

Typo in Material Editor HeightLerp node

UE - Rendering - Architecture - Materials - Jun 30, 2017

The HeightLerp node in the material editor has an input pin that reads "Transistion Phase (S)" - Transistion seems like a typo for Transition (without the second 's') ...

StartWithTickEnabled is ignored for actor components that auto activate

UE - Gameplay - Components - Jul 13, 2017

Any change to the setting for the variable bStartWithTickEnabled in a skeletal mesh component is not registered. The component will tick even when the variable is set to false. Setting bStartWithT ...

Editor crash when a Breakpoint is added to a Widget's Tick function

UE - Editor - UI Systems - Aug 18, 2017

Editor crashes when a widget's tick contains a breakpoint at a print string node. Based on 4.16 warning message, this appears to be caused by the text attempting to draw when no draw buffer is avai ...

Widget component Navigation does not appear to work with "Recieve Hardware Input" set to true

UE - Editor - UI Systems - Aug 31, 2017

Widget component Navigation does not appear to work with "Recieve Hardware Input" set to true. When using the arrow keys to navigate the menu, the focus does not change as it would in the 2D equival ...