Negative scale causes green gradient and invisible if not selected

UE - Editor - UI Systems - Aug 20, 2014

BRANCH: //depot/UE4/Promotable-CL-2254785 CHANGELIST: 2254785 BUILD TYPE: P4 PLATFORM: Windows DESCRIPTION: Scaling widgets in UMG into a negative values (right < left) causes them to appear as a g ...

Adding a key frame to the curve editor in UMG adds multiple keyframes

UE - Editor - UI Systems - May 6, 2015

When Right clicking and selecting add key frame to an animation on the curve editor in UMG there appears to be multiple keys being added to the timeline. ...

Widgets are not removed when ejecting during PIE

UE - Editor - UI Systems - Jul 13, 2016

Widgets are not removed when ejecting during PIE. The user ejects during PIE their widgets will remain on screen and can get in the way. ...

AI MoveTo Blueprint node will zero velocity on Pawn when called, causing a freeze if the Pawn is already moving

UE - AI - Oct 4, 2016

AI MoveTo Blueprint node will zero velocity, causing a stop when a new destination is set if the Pawn is currently moving. Regression: Yes Worked: 4.12.5 (CL 3039270) Broken: 4.13.1 (CL 3142249) F ...

T_Wood_Pine_D Asset has Offset Alpha Channel

Docs - Samples - Sep 12, 2016

The alpha channel seems to be offset in the x and y by 1024 pixels this has been fixed and attached for analysis. ...

HTTP If-None-Match response code is incorrect on Macintosh

Tools - Sep 22, 2016

Macintosh implementation for HTTP requests handle If-None-Match against ETags differently than Windows implementation. ...

Cannot add line break to text variable in a struct

UE - Gameplay - Blueprint - Oct 4, 2016

Cannot add line break to text variable in a struct or data table asset. Regression (no) issue (does) occur in 4.12.5 ...

Noticeable Difference In Temporal AA Sharpness From 4.12 To 4.13

UE - Graphics Features - Oct 17, 2016

There seems to be a noticeable difference with the temporal AA sharpness in 4.13. This was confirmed by setting Temporal Sample count and sharpness with the same settings in a 4.12 project. A side b ...

Particle LODs Does Not Use Assigned Mesh For Mesh Data Module

UE - Graphics Features - Oct 5, 2016

When making an LOD for a particle system in cascade the higher level LODs won't change their assigned mesh. In the attached project I'm using stairs for the LOD0 mesh and a rectangular Mesh for LOD1 ...