TMap entries are removed on Blueprint compile when using struct as key

UE - Gameplay - Blueprint Compiler - Oct 10, 2019

Map entries are removed on Blueprint compile when using struct as key.  ...

thumbnail is updated at an unintended timing

UE - Editor - Content Pipeline - Content Browser - Oct 14, 2019

This seems to be because the OrbitZoom of ThumbnailInfo is rewritten by ResetCamera () when the viewport is opened. Is this correct processing? ...

Copy Procedural Mesh from Static Mesh Component does not work correctly when the order of material slots is different

UE - Graphics Features - Oct 15, 2019

This issue occurs when the section and material slot order do not match In this sample project:[Link Removed] According to a report from the licensee, the order of Sections seems incorrect.[Link R ...

Blueprint macro in a level blueprint causes memory leak

UE - Gameplay - Blueprint - Oct 15, 2019

The level blueprint has a macro that references a level. FBlueprintNodeTemplateCache keeps holding this cashe at transition level. Unable to find source-code formatter for language: text. Available ...

Issues with translucent material when using sceneColor node.

UE - Graphics Features - Oct 11, 2019

Issue seems to be linked to Eye Adaptation. Turning it off results in the sphere to be invisible. The attached image shows the output of the editor versus game mode (cooked or -game) This shader w ...

Directional light triggers 'too many overlapping lights' error in forward shading

UE - Graphics Features - Sep 24, 2019

The underlying reason seems to be that the stationary lights require SM channels for casting shadows  from movable objects and they are assigned channels 0,1,2 by lightmass (or somewhere along the w ...

Simple collision Landscape returns incorrect physical material

UE - LD & Modeling - Terrain - Landscape - Oct 16, 2019

When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...

Enum with "MAX" element at other than the last element removes user defined last element

UE - Foundation - Core - Oct 18, 2019

FNativeClassHeaderGenerator::ExportEnum produces this behavior. If an enum has “MAX” somewhere in the array, it removes last element. I tested my code to fix the issue.// code placeholder bool UE ...

AActor doesn't consider latent actions when using "auto destroy when finished" functionality.

UE - Gameplay - Oct 18, 2019

Actors should check if they have any pending latent actions before automatically destroying themselves.   ...

Shared Transitions are not usable by separate state machines within the same ABP

UE - Anim - Runtime - Anim Blueprints - Oct 18, 2019

Shared transition rules/crossfades are not usable by other state machines within the same ABP. Copy/Pasting these transitions to a new machine, create new independent shared transitions of the same ...