UMG widget callbacks do not set PIE context in editor

UE - Editor - UI Systems - May 21, 2018

This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...

Enabling Preview Rendering Level Mobile GLES3.1 on Map With Vector Fields Results in Editor Crash

UE - Platform - Mobile - May 21, 2018

Reproduced Crash on 4.18.3, 4.19.2, and Main CL 4081612. Licensee states: Based on a quick inspection of the code, it seems FVectorFieldVisualizationVertexFactory::ShouldCache() returns false (req ...

[Feature Request] Ios application default orientation.

UE - Platform - Mobile - May 21, 2018

Many landscape apps have the long side on the left side down, but UE4 defaults to the lower long side on the right side. I thought it would be nice to have an option to change the default orientati ...

Incorrect render target index assignment in GLSLBackend

UE - Graphics Features - May 18, 2018

While investigating [Link Removed], I have found that GLSLBackend always automatically generates render target location indices, regardless of user-specified ones via SV_TargetX HLSL semantics. Rel ...

Cannot edit properties for a component inherited from a code class if the component's default subobject was created using a string that matches the variable name of a component in a parent code class

UE - Gameplay - May 18, 2018

It is not possible to edit the properties in the Details panel inside the Blueprint editor for a component inherited from the parent code class, if the default subobject for that component was creat ...

[Feature Request] Add a Landscape tool to redistribute components into a grid of streaming levels

UE - LD & Modeling - Terrain - Landscape - May 18, 2018

Add an option to the Change Component Size tool to distribute the newly created components into separate streaming levels based on a user-specified components-per-level value. It should create the s ...

Running the demostop command within GameMode :: OnLogout crashes the process

UE - Networking - May 18, 2018

amendment void APlayerController::OnNetCleanup(UNetConnection* Connection) { UWorld* World = GetWorld(); // destroy the PC that was waiting for a swap, if it exists if (World != NULL) ...

Performing a Clean on a project using a binary Engine installation on Mac removes some Engine .dylib files

UE - Foundation - Core - May 17, 2018

When a Clean is performed on a code project that uses a binary Engine installation on a Mac, some of the Engine's .dylib files are removed during the Clean process. A Clean process for a project usi ...

Instanced Static Mesh component instances in levels that are not currently loaded do not have their defaults updated properly

UE - World Creation - Worldbuilding Tools - Foliage - May 17, 2018

Editing the properties of an Instanced Static Mesh or Hierarchical Instanced Static Mesh does not propagate those edits to the defaults of instances that are in levels that are not currently loaded. ...