Inaccurate updates to root widget visibility binding

UE - Editor - UI Systems - Apr 6, 2017

Inaccurate updates to root widget visibility binding, so far in my testing, this does not affect the functionality of the binding. Regression: affects 4.13.2, 4.14.3, 4.15.1 binary versions ...

Package fails after adding DesktopPlatform to public module dependency list

UE - Foundation - Core - Apr 6, 2017

Adding DesktopPlatform to the PublicDependencyModuleNames.AddRange() section of the Project.Build.cs file causes the project to fail packaging with the following error (full package logs in callstac ...

Using the Replace References Tool on Foliage Types producing Unexpected Results

Tools - Apr 6, 2017

A licensee is reporting some unexpected behavior when attempting to replace references on Foliage Types already painted in the world. What happens after the references have been replaced, are the n ...

Always consume mouse wheel for a scroll box does not appear to work when there are not enough items to scroll

UE - Editor - UI Systems - Apr 6, 2017

Always consume mouse wheel for a scroll box does not appear to work when there are not enough items to cause the scroll box to scroll. However, the tool tip says that the mouse input should be consu ...

Always Show Scrollbar does not appear to work when there are not enough items in a scroll box to cause scrolling

UE - Editor - UI Systems - Apr 6, 2017

If the scroll box does not have enough items to cause scrolling, the scroll bar does not show up ...

Hierarchical instanced static mesh LOD is not consistent between eyes

UE - Platform - XR - Apr 7, 2017

User reports that the issue fixed for ODIN-6308 still occurs for InstancedStaticMeshes. ...

Blueprint Config Variables Not Being Set in Game Instance Classes

UE - Gameplay - Blueprint - Apr 11, 2017

Blueprint config variables in Game Instance classes do not appear to be set properly. This is unexpected behavior, as setting up a config variable in a native C++ Game Instance class works as expect ...

Line Trace only returns Physical Material data from the Element 0 material slot

OLD - Anim - Apr 11, 2017

Line Trace only returns Physical Material data from the Element 0 material slot of a skeletal mesh. All other material slots are ignored. This is present on any skeletal mesh but is also reproducib ...

Spawned Actors are duplicated and remain visible at actor origin

UE - Anim - Sequencer - Apr 11, 2017

Spawned Actors are duplicated and remain visible at actor origin ...

Static Mesh Elements Always Drawn as Occluders

UE - Graphics Features - Apr 12, 2017

The licensee is stating that static mesh elements are always drawn as occluders. In FStaticMeshSceneProxy::GetMeshElement, the mesh batch doesn't seem to be taking in the bUseAsOccluder flag value. ...