Crash on opening a pose asset after reloading a skeletalMesh with bone name changes

OLD - Anim - Nov 6, 2017

Opening an old pose asset can crash the editor if the skeleton it uses gets updated. ...

4.18 Linux build errors using clang10

Tools - Nov 4, 2017

(User report) Attempting to build 4.18 Linux using v10_clang-5.0.0-centos7 results in an error: specified path differs in case from file name on disk Note: There is another issue reported in the sa ...

Scroll Widget Into view does not scroll entire widget

UE - Editor - UI Systems - Nov 3, 2017

When Scroll Widget Into View is called (C++ or blueprint node) the "Target" widget will scroll to the beginning of the "Widget to Find" rather than scrolling until the entire Widget to Find is in vi ...

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 ...

TSubclassOf variable values reset on Hot Reload

UE - Foundation - Cpp Tools - Hot Reload - Nov 3, 2017

After a hot reload, blueprint instances of TSubclassOf variables have their setting reset to "none" Regression: Yes - variable values remain after hot reload in 4.17.2 (CL 3658906) ...

Can Not Add New Notify to Notify Track In Animation Sequences or Montages On a Mac

OLD - Anim - Nov 3, 2017

Only occurs on Mac When clicking on the Notify Track in a Montage or in an Animation Sequence a bar shows up where you can name the new notify and after hitting enter it adds it to the Notify Track. ...

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 ...

Child-Level Blueprint Do Not Call Parents Begin Play by default

UE - Gameplay - Nov 3, 2017

When creating a level script actor class and adding logic in the new level script actor class the logic is not automatically executed in child levels. In order to get it to execute someone has to go ...

Plugin code for plugins located in an AdditionalPluginDirectories directory is not being included in the project's solution

UE - Foundation - Core - Nov 3, 2017

In the 4.17 release notes, there is a note that mentions that plugins added to a directory in the AdditionalPluginDirectories list in the .uproject file would automatically get included in the gener ...