Foliage: when applying a scale to either painted instance or spawned from a procedural volume the LOD do not take it into consideration

UE - LD & Modeling - Terrain - Landscape - May 17, 2018

when applying a scale to either painted instance or spawned from a procedural volume the LOD do not take it into consideration resulting in LOD transition that is not equivalent to the one from a st ...

All folders in the World outliner open up when Playing in editor with multiple players

Tools - May 24, 2018

When playing in the editor with multiple players, the folders in the world outliner open up. ...

Crash on Adding Elements to Array On Instance of Actor in the Level

Tools - May 25, 2018

When attempting to add an array element to an array that exists on a component contained within an actor that is instanced in the level, the editor will crash. This does not occur if an array elemen ...

UMG widget callbacks do not set PIE context in editor

UE - Editor - UI Systems - May 21, 2018

This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...

WebBrowser SetVisibility not working on Android & iOS

UE - Platform - Mobile - May 29, 2018

SetVisibility not working with Web Browser Widget on mobile devices ...

Cannot load youtube URLs on Android

UE - Platform - Mobile - May 29, 2018

UMG Webrowser widget does not display embedded youtube videos. ...

Failure to attach component in a non-nativized child Blueprint class to an inherited component from a nativized parent Blueprint class.

UE - Gameplay - Blueprint - May 30, 2018

Attachment will currently fail at runtime during load and/or construction if a component from a non-nativized child Blueprint is attached to an inherited component from a parent class that is nativi ...

GetHMDDeviceName function's name is no longer accurate, is confusing

UE - Platform - XR - May 30, 2018

UHeadMountedDisplayFunctionLibrary::GetHMDDeviceName()  says it returns the "device" you are using, but it really returns the name of the SDK or XR System that you are using (for example launching o ...

UUserWidget::NativeDestruct may be called on a preview widget if PIE is started while the widget needs compilation

UE - Editor - UI Systems - Jun 4, 2018

By starting PIE while an uncompiled widget is open in the widget editor, it's possible to trigger a call to NativeDestruct on the preview widget. This is especially dangerous because NativeConstruct ...

Cannot access properties of the FAppleARKitFrame struct from within a Blueprint

UE - Platform - XR - Jun 8, 2018

It is not possible to access properties of the {FAppleARKitFrame}} struct within a Blueprint. The struct itself is exposed as a BlueprintType, but none of its properties are also exposed. ...