Set members in Slate Color for the foreground color of a combo box does not appear to change the color of the selected text

UE - Editor - UI Systems - Mar 14, 2018

When setting the foreground color through blueprints at run time for a combo box it does not appear to affect the the selected item text. ...

Crash When opening context menu in sequencer

UE - Anim - Sequencer - Mar 14, 2018

Altering a key in an event track that contains a struck with a static mesh variable will cause the editor to crash. ...

Adding reroute node before "GetClassDefaults" disconnects output

UE - Gameplay - Blueprint - Mar 19, 2018

Outputs from "GetClassDefaults" node will break if a reroute node is used between input and node. Does not occur in 4.18 ...

Incorrect foliage color in editor preview when using PerInstanceRandom node

Tools - Mar 19, 2018

When using PerInstanceRandom in the foliage material, the foliage in the editor preview has incorrect "broken" color. In the game preview, color shows up correctly. Reproduced in 4.19.0 CL 3944462 ...

Editor will crash while instancing nested AIPerception component template subobjects in an AIController-based Blueprint class during compile-on-load.

UE - Gameplay - Blueprint - Mar 23, 2018

User report of an assertion that fires on editor reload during an attempt to reload an AIController-based Blueprint class with a dependency on a child Blueprint class, both created in a previous edi ...

Merging negative-scaled actors breaks materials

UE - World Creation - Worldbuilding Tools - HLOD - Mar 27, 2018

Materials are broken when merging a mesh with another that has negative scale Licencee states that bisMirrored in FMeshMergeHelpers::TransformRawMeshVertexData seems to be involved. Does not occur ...

Incorrect macro definitions in VisualLogger.h

UE - Gameplay - Mar 28, 2018

UE_CVLOG_BOX, UE_CVLOG_OBOX, and UE_CVLOG_CONE have problems with their definitions. UE_CVLOG_OBOX calls UE_VLOG_BOX instead of UE_VLOG_OBOX All 3 of these macros also call their respective macro ...

Leap motion hands stop tracking after regenerating skeleton

UE - Platform - XR - Mar 29, 2018

Leap motion hands stop tracking after regenerating skeleton. When opening the asset "hands_lo" the user is confronted with a message that reads "The preview mesh hierarchy doesn't match with the ske ...

Retainer box does not appear to respect the clipping settings for its contents

UE - Editor - UI Systems - Apr 2, 2018

When placing a widget in a retainer box that has the clipping setting "Clip To Bounds - Without Intersecting" the retainer box ignores the clipping setting and clips the widget anyway. ...

Unnecessary warning when deleting a Blueprint from a level when that Blueprint contains a reference to itself

Tools - Apr 3, 2018

When trying to delete a Blueprint from a level, if the Blueprint contains a reference to itself, and that is the only reference to that particular Blueprint, a warning will be displayed saying that ...