Using "Save Current" instead of Save all appears to result in loss of data in actors using structs

UE - Gameplay - Blueprint Editor - Apr 11, 2018

When using the Save Current button rather than save all, an actor that uses a variable with a struct will not retain data after the editor is restarted. Steps from scratch:Open EditorCreate a new ...

Colors don't match when using a material in the "Outline Material" setting for text in UMG

UE - Editor - UI Systems - Apr 11, 2018

The Text outline and drop shadow outline for the text do not match up when using a material for the text outline appearance. The "outline color" setting will need to be set to white for the material ...

Cannot build project for the Development configuration after adding a new UFactory code class

Tools - Apr 13, 2018

Adding a new custom UFactory code class to a project results in no longer being able to build the project for the Development configuration. Prior to adding the UFactory code class the project can b ...

IsEditorOnly Components hidden from Level Viewport

UE - Gameplay - Apr 13, 2018

Components of Static Actors seem to be hidden in the Editor Details panel whenever IsEditorOnly is selected. ...

Location accuracy is ignored by ULocationServicesIOSImpl

UE - Platform - Mobile - Apr 17, 2018

Location accuracy is ignored by ULocationServicesIOSImpl: bool ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) { .. ...

Animation Loops with Non Looping Blendspace When a Sync Marker is Used

OLD - Anim - Apr 24, 2018

Animations loop when a sync marker is applied to an animation that is being used in a blendspace even when it is not set to loop in the Animation Blueprint(Blendspace node is not set to loop) ...

Override Animation Data Node Does Not Work in Level Blueprint

UE - Anim - Runtime - Apr 24, 2018

The Override Animation Data node can not be used in the level Blueprint. Hits breakpoint on Override Animation Data. This works in character Blueprint when using the mesh component as target. ...

Rendering Offscreen Using Non-Fullscreen View Creates Black Border

UE - Graphics Features - Apr 25, 2018

Issue has been observed in 4.19.1 from EGL and Main CL 4027311. Per licensee: We recently switched from UE 4.18 to 4.19, and noticed several issues when doing offscreen rendering. To illustrate th ...

Blueprint breakpoint only hits the first Element in an Array when using a ForEachLoop

UE - Gameplay - Blueprint - Apr 26, 2018

The Print String breakpoint is hit for the first element in the array. When resuming, the next breakpoint hit is on the Event Tick. The Print String breakpoint is never hit for the second of third e ...

iPhonePackager.exe is not included when a local binary build of the Engine is created on a Mac

UE - Foundation - Build - Rocket (Installed Engine) - May 1, 2018

When a local binary build of the Engine is created on a Mac, the iPhonePackager is not copied over into the new local binary build. This prevents iOS certs and provisions from being imported into pr ...