On Linux, Mouse input is not capture in Skeletal mesh editor -> Section Selection right click menu

UE - Platform - Linux - Nov 3, 2017

Attempting to interact with the pop up menu that appears when right clicking in Skeletal Editor -> Section Selection causes the pop up menu to be closed instead. Regression: No - same behavior occu ...

Material compiler incorrectly generates error

UE - Graphics Features - Oct 30, 2017

Under certain conditions, the material compiler appears to detect errors where there are none. I debugged the particular case of the RGBtoHSV material function with JonathanL, and we believe that th ...

Anim Blueprint Debug Filter Changes Back to Default When PIE

UE - Gameplay - Blueprint - Nov 3, 2017

workaround Debug Filter changes back to default when PIE. When playing - Shift + F1 to release mouse Debug Filter can be changed to what is needed ...

Editor crashes when assigning Landscape layer info while Forward Shading is enabled

UE - LD & Modeling - Terrain - Landscape - Nov 7, 2017

Crash occurs when Forward Shading is enabled in Forward Rendering Options User noted that if "Support Stationary Skylight" in Project Settings > Rendering > Shader Permutation Reduction is disabled ...

t.MaxFPS 0 locks FPS to 120 instead of unlocking it in Viewport

Tools - Nov 7, 2017

When unlocking FPS in Viewport it defaults to 120 instead of potential max FPS. If you do this during Launch the 't.MaxFPS 0' or 't.MaxFPS -1' commands unlock the FPS to the max the GPU allows in th ...

Set Hardware Cursor doesn't refresh when clicking and holding in PIE when dragging out and back in

UE - Editor - UI Systems - Slate - Nov 10, 2017

The SetHardwareCursor function sometimes doesn't update when clicking and holding the left mouse button on a widget component, like a button, and causes the cursor to default back to its normal icon ...

Fatal error when pausing and sleeping when using Launch Windows Game

UE - Graphics Features - Nov 13, 2017

When using the pause command in a launched game and putting the computer to sleep it causes the fatal error "GameThread timed out waiting for RenderThread" when logging back in and resuming work on ...

World-locked stereo layers for SteamVR are not positioned correctly

UE - Platform - XR - Nov 14, 2017

World-locked stereo layers don't seem to be in the correct place when viewed in SteamVR. In 4.16, if you Subtracted the difference of VR origin location and world origin location and offset the pos ...