AStaticMeshActor::CheckForErrors using exact compare instead of epsilon

UE - Simulation - Physics - Dec 5, 2018

AStaticMeshActor::CheckForErrors() is producing slightly incorrect results due to position and scale being exact matched, instead of using an epsilon comparison. Rotation is using Euler angles for ...

ContributeToMass not working when simulating physics

UE - Simulation - Physics - Dec 5, 2018

Un-checking the ContributeToMass setting on any part of a physics asset results in an ensure when simulating physics.  ...

GameplayTag category filters do not function on BP SET nodes.

UE - Gameplay - Dec 4, 2018

BP SET nodes for FGameplayTags do not respect category filters, instead the dropdown shows an unfiltered list of all gameplay tags. Given the MyValue property decorated as follows: UPROPERTY(Edit ...

"Convert to Blueprint" removes ability to edit component properties

UE - Gameplay - Blueprint - Dec 4, 2018

As noted by the user in the linked UDN question, this seems to be a problem with the PointLightComponent property on APointLight not having the VisibleAnywhere property descriptor. Also as noted, th ...

Unable to export UCX_mesh without UVs or generate mapping coords option ON

UE - Editor - Content Pipeline - Datasmith - Importer - Dec 4, 2018

Behavior Tree has missing Service Nodes on project load

UE - AI - Dec 4, 2018

In the project is Behavior Tree that implements some tasks, decorators and services, but for some reason, two of my tasks nodes gets initialized with all the pointers to their services set to null, ...

UBX Collision Rotation Is Set Incorrectly on FBX Import

UE - Editor - Content Pipeline - Import and Export - Dec 4, 2018

Imported FBXs that use UBX will import their collision rotation incorrectly. You can see this when scaling the collision non-uniformly.  Found in 4.20 CL# 4369336, 4.21 CL# 4541578, and 4.22 CL# 46 ...

XboxOne D3D12 Graphics Artifacts

UE - Platform - Console - Dec 4, 2018

Multiple licensees are experiencing this problem. The repro should look like this initially: [Image Removed] But then over time will degrade overtime into something like this this, most likely cau ...

Actor Component properties can become "linked" across multiple Blueprints after a hot reload

UE - Gameplay - Components - Dec 3, 2018

If code in an Actor Component class is changed (eg. a new UPROPERTY is added) and a hot reload is performed to implement the changes, the properties in the component can become linked across any Blu ...