Duplicating a static mesh with foliage attached breaks connection

UE - World Creation - Worldbuilding Tools - Foliage - Oct 9, 2019

GetClassDefaults node retains 'hidden' references to original default.

UE - Gameplay - Blueprint - Oct 9, 2019

Need to add calls to Super::PinConnectionListChanged() and Super::PinDefaultValueChanged() in K2Node_GetClassDefaults.cpp. ...

"Warning: GEditor isn't valid! Particle reset commands will not work for Niagara components!" when QA-PostProcessing is opened with -game

UE - Niagara - Oct 8, 2019

The following warning will be present when running QAGame QA-PostProcessing with -game:LogNiagaraEditor: Warning: GEditor isn't valid! Particle reset commands will not work for Niagara components! ...

Edited properties of replicated components created via the "AddComponent" BP node aren't correct on clients

UE - Networking - Oct 8, 2019

When properties are customized on an Add Component node, and the component is replicated, the client will create the component without the customized properties. This is likely due to subobject repl ...

Mesh Paint can fail to find vertices using physics collision query

Tools - Oct 8, 2019

Mesh paint is for painting the vertices of a mesh, but in part uses physics collision queries to detect hits and search for vertices. (see FMeshPaintGeometryAdapterForSkeletalMeshes::LineTraceCompon ...

Linear color preview for the default opacity appears incorrect

UE - Editor - UI Systems - Oct 8, 2019

The color preview on the "Set color and opacity node" does not reflect the correct opacity setting that is give by default. ...

Converting a big function to a custom event places the nodes in a messy location

UE - Gameplay - Blueprint - Oct 8, 2019

The nodes of a big function are placed over the custom event node and other nodes in the Event Graph when the function is converted to an event. ...

Remove Ant from Android supported build systems

UE - Platform - Mobile - Oct 7, 2019

We now only support Gradle for Android; Ant is fully depreciated. ...