Copy+Paste with custom widget seems to "break link" with default values

UE - Editor - UI Systems - Nov 8, 2018

It should be noted that this issue does not occur if you were to create a new "test widget" (by dragging it from the widget list) every time instead of copying and pasting an existing widget. The i ...

UDN 472564 - CurlHttp merges headers on redirect

UE - Online - Dec 7, 2018

when curl requests are redirected (301) – response headers are merged together and are comma separated.  but, Content-Type headers are required to use semi-colon ";" separators. ...

ComponentSweepMulti returning incomplete HitResults

UE - Simulation - Physics - Jan 14, 2019

ComponentSweepMulti sweeps each shape of a component, however resets OutHits at the start of a new shape, losing the prior hits, only returning the hits of the last shape swept. This is a regressio ...

Widgets set to the color FF00FFFF will become gray after compile

UE - Editor - UI Systems - Jun 22, 2016

Widgets set to the color FF00FFFF will become gray after compile ...

Niagara Grid Location Module spawns particles off center

UE - Niagara - Feb 5, 2019

the GridLocation module spawns particles off center. ...

UWorld::CleanupWorld causes issues with sublevels when changing maps after building lighting

Tools - Mar 1, 2019

A licensee has reported that UWorld::CleanupWorld is causing issues with assets in Sublevels if you build lighting on the parent level, save all of the maps, and then change to another level. The as ...

Awakening an actor and calling TearOff in the same frame discards the awaken request

UE - Networking - Mar 15, 2019

When a dormant actor gets reawakened and we call TearOff on it, we could expect the actor to get replicated before being TornOff. When these two changes are done on the same frame, the TearOff nega ...

Lighting not building in sublevels using Resave Packages

UE - Gameplay - Aug 17, 2018

Licensee found that running the resavepackage commandlet that sublevels who's lighting was built were not saving the changes. ...

ForceActorRelevantNextUpdate will only force an update on the first connection

UE - Networking - Mar 21, 2019

The ForceActorRelevantNextUpdate will only trigger an update on the first connection in the list. Note that the ForceActorRelevantNextUpdate does not work on dynamic actors since their ActorChannel ...