Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint, then the character blueprint is scaled

OLD - Anim - Nov 27, 2017

Skeletal Mesh scales incorrectly if RigidBody node is used in Animation Blueprint and then the character blueprint is scaled. If the character blueprint is scale to extreme sizes (3.0) the effect i ...

Landscape Change Component Size Tool removes foliage from landscape

UE - World Creation - Worldbuilding Tools - Foliage - Dec 12, 2017

Foliage painted onto a landscape will disappear when Sections per Component is changed from 1x1 to 2x2. Affects 4.17.2 CL 3658906, 4.18.2 CL 3794801, 4.19 Main Possible Workaround is to set the Re ...

Generate Particle Event Blueprint node doesnt generate particles at relative "InLocation"

UE - Niagara - Apr 3, 2018

The EventReceiver Spawn module doesnt seem to take in parameters from linked Particle Generated Event. When setting the location of the Blueprint node (In Location), the relative position of the Par ...

Random Deviation of 0 causes service node instantiation fail

UE - AI - Apr 17, 2018

Licensee has 4 Services that aren't being initialized with their respective Tasks when they Plays in Editor. If the Behavior Tree is opened first, the warnings do not appear. All 4 of the Services h ...

When Client Side Navigation is enabled, it is only initialized Server Side

UE - AI - Jun 13, 2018

'Allow Client Side Navigation' no longer appears to register Client-side navigation in 4.20. In 4.19 the logic that was setup to check for it returns both Client and Sever Side navigation systems as ...

Event Dispatcher implementation called several times (number of bound refs increases every compile)

UE - Gameplay - Jun 26, 2018

The number of calls to the Event Dispatcher increase each time the blueprint actor containing the reference is compiled. This issue was not present in 4.18.3 (CL-3832480) but is in 4.19.2 (CL-403378 ...

White Artifacts on the Edges Static Meshes with MSAA enabled

UE - Graphics Features - Jul 6, 2018

White artifacts will appear on the edges of static meshes with MSAA enabled. If you change to deferred shading the issue is still there however it is less noticeable. Similar to UE- Founding in ...

When a Sublevel has "Initially Loaded" set to true and "Initially Visible" set to false, the Editor will crash after exiting PIE

UE - Gameplay - Jul 31, 2018

If you have a sub level with "Initially Loaded" set to true and "Initially Visible" set to false it will crash after exiting PIE. This issue was reported and tested in 4.20.1 (CL-4233996). It has ...

Solidworks 2018 Virtual Parts aren't imported

UE - Editor - Content Pipeline - Datasmith - Importer - Aug 22, 2018

When importing a Solidworks 2018 CAD assembly, if the part in the assembly is a virtual part (denoted by brackets in the feature tree), a part that exists only within the assembly, the part and rela ...

Incorrect Input Index When Removing The Input From Custom Node

UE - Rendering Architecture - Materials - Aug 27, 2018

The input removed the connection points are not re-indexed. So connected 'wires' stay on their places. That causing disconnection of the last wire as well as shift for every node that followed the o ...