MAC: Drop Down Menus Continuously Flicker (In Certain Conditions)

UE - Editor - UI Systems - Slate - Nov 4, 2015

Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...

Packaging a Project With Nativize Blueprints Enabled Fails With Setter for an Array of Classes

UE - Gameplay - Blueprint Runtime - Mar 23, 2017

Packaging failure occurs with nativize blueprints enabled when you have an array of classes and you try to set it with an array from an instance of a native C++ class. Found in 4.15.1. Reproduced i ...

Crash Occurs When Setting Child Actor Class in Child Blueprint

UE - Gameplay - Blueprint - May 4, 2017

A crash occurs when setting the Child Actor Class of an inherited child actor component. This is not a regression. It occurs in 4.14.3 CL# 3249277, 4.15.2 CL# 3416026, and 4.16 Preview 2 CL# 34155 ...

KiteDemo: Spawn under the map

Docs - Samples - May 4, 2017

While testing in KiteDemo - //UE4/Release-4.16 CL 3420042 in Binary – trying to find the limits of the Caution: Out of Bounds UMG, I found a way to glitch under the map. You must go all the way dow ...

Monitor Directories does not prompt for re-import if change is made

UE - Editor - Content Pipeline - Import and Export - May 26, 2017

In the 4.16 Binary build When making changes to an asset that is set up for auto import, or in a folder that is a Content Monitored directory, changes made do not get detected by the engine. Regres ...

New folders don't show up in World Outliner when "Only in Current Level" is set

Tools - Aug 31, 2017

When Only in Current Level is set in the World Outliner, any new folder will be hidden by default since there are no assets from the level in the new folder. This make it seem that the folder wasn' ...

Set All Bodies Below Simulate Physics Only Causes Ragdoll Effect if it is Set to Root Bone

UE - Simulation - Physics - Sep 29, 2017

-This functions in 4.16 -Physics will only simulate if the Third Person Character bone name variable is set to root -Physics does not affect any other bone -Make sure to plug in set in collision f ...

Deleting reference variable will result in unusable picker appearing on resolve nodes

UE - Gameplay - Blueprint Editor - Feb 11, 2019

REGRESSION: No When deleting a reference variable, any resolve node pins using it will have a picker added, which won't have anything listed in their dropdown. This isn't consistent with what happ ...

Actor loses attach component when parent actor goes in and out of relevancy

UE - Networking - Jun 17, 2019

As described in the linked UDN, non-replicated components aren't being hooked up properly after an actor goes out & back into relevancy. The proposed fix sounds correct, calling MoveMapedObjectToUnm ...

USkinnedMeshComponent::PredictedLODLevel can be set below MinLOD

UE - Anim - Rigging - Aug 12, 2019

 Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 ...