ApplyLimits AnimGraph Node has incorrect functionality

UE - Anim - Rigging - Nov 8, 2018

In AnimNode_ApplyLimits.cpp the inputs for the ConstrainAngularRange function are going to the wrong rotator values. The XYZ of the node's input vec3 is being stored in YPR of the clamped rotator, w ...

Complex Landscape Collision is always used

UE - LD & Modeling - Terrain - Landscape - Oct 24, 2018

For landscapes, both the simple and complex collision are used when simulated against.  ...

Inconsistent Blueprint Instance Physics/Collision edit-ability

UE - Simulation - Physics - Oct 9, 2018

For Blueprints with components having collision, the collision profile set in the blueprint seems to determine the edit-ability of many collision/physics properties of the instances. The profiles ef ...

Navigating the Editor on Linux with a Wacom Tablet is difficult

UE - Platform - Linux - Sep 17, 2018

Movement is quite sporadic and jumpy when using a Wacom Tablet to navigate the Editor on Linux. The Editor pans and zooms in and out really quickly with the slightest of movements. This was report ...

LandscapeStreamingProxy do not properly save z offset from world composition, level property.

UE - World Creation - Worldbuilding Tools - World Composition - Aug 21, 2018

LandscapeStreamingProxy seems not properly saving z offset from level details when using world composition. It is reset to 0 when reopening the project. z position value from level details is saved. ...

Root Motion interpolation is incorrect when use URO

UE - Anim - Runtime - Aug 3, 2018

According to Licensee's report, Root motion is incorrect when use URO. I Investigated, in the case of "Montages Only" become TrailMode in URO. Normally Animation Interpolation has implementation, ...

Foliage doesn't follow the Landscape which was planted on when level has never been saved

UE - World Creation - Worldbuilding Tools - Foliage - Jun 8, 2018

Once the foliage instances lost the link to Landscape, Reapply tools also doesn't do anything on those foliage ...

Landscape Spline meshes lose vertex color paint after moving to another level

UE - LD & Modeling - Terrain - Landscape - May 11, 2018

UDN: https://udn.unrealengine.com/questions/432735/%E5%9C%A8%E6%B5%81%E5%85%B3%E5%8D%A1%E4%B8%AD%E6%8F%8F%E7%94%BB%E6%A0%B7%E6%9D%A1%E6%9B%B2%E7%BA%BF%E4%B9%8B%E5%90%8E%E5%A6%82%E6%9E%9C%E6%8A%8A%E ...

Unable to locally rotate individual foliage

UE - World Creation - Worldbuilding Tools - Foliage - Jul 14, 2017

Unable to locally rotate individual foliage. This seems to have been a limitation of the foliage tool from it's creation. Licensee Description: I would like to ask if there is any way how to preve ...

Investigate possible HISMC culling mismatch between tree, vertex and pixel shader

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

User reports that some foliage/grass instances that are completely culled are actually still being rendered, costing rendering time. Have a look using Intel GPA or RenderDoc and check pixel shader ...