Button input is ignored when toggling Input mode from UI to Game

UE - Gameplay - Input - Oct 31, 2018

IE_Released is called when switching between the Game and UI input modes, despite the button being still held. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL - 4527422), 4.22 (C ...

LookAt AimOffset Animation node does not interpolate with it's Blendspace

UE - Anim - Runtime - Oct 29, 2018

The "LookAt AimOffset" animation node does not recognize the interpolation setting on its assigned Blendspace. This causes the animation to snap to positions instead of smoothly rotating to them. ...

The "alignas" keyword cannot be used with a USTRUCT

UE - Foundation - Core - Oct 24, 2018

The alignas keyword is not usable with a USTRUCT. It can be used with a normal struct. ...

Navmesh doesn't work in a Packaged Build if it was placed in a Sublevel

UE - AI - Oct 19, 2018

Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...

Duplicating an inherited Blueprint float variable defaults it's value to 0.

UE - Gameplay - Oct 18, 2018

When creating an Actor Blueprint (Testbase), and creating a new Blueprint Actor that inherits from Testbase (TestBP).  We can drag an instance of TestBP into the World. If we go back into the Parent ...

Can't access Actor in Sublevel from Persistent Level Blueprint

UE - Gameplay - Oct 17, 2018

You are unable to access or create references to any Sublevel Actors in the Persistent Level Blueprint. Licensee reports being able to select the Sublevel Actor and then right-click to create a refe ...

GetAssetRegistry by class and subclass only works for Material data types

UE - Gameplay - Oct 16, 2018

The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...

Relative location of Static Mesh Component resets to Blueprint location if Blueprint is attached to another Actor and then moved

UE - Gameplay - Blueprint - Oct 15, 2018

The relative location of a Blueprint's Components behaves differently in the level depending on whether the Component was added directly to the Blueprint or it was inherited from a parent code class ...

UUserWidget::SetPositionInViewport does not function as intended

UE - Editor - UI Systems - Oct 15, 2018

The Set Position in Viewport node does affect UserWidgets position. It keeps it 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21  (CL - 4465720), 4.22 (CL - 44654877) ...

User focus navigation does not respect Wrap setting for Prev/Next

UE - Editor - UI Systems - Oct 11, 2018

Using Tab/Shift+Tab to navigates between all buttons on the player screen instead of the buttons that are constrained within an overlay Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.2 ...