Unable to edit blueprint instance's components when attached to another actor

Gameplay - Blueprint - Feb 22, 2019

Attempting to edit the properties of a component on an instance of a Blueprint class that initializes its RootComponent in its Constructor and is attached to another actor in the level results in od ...

Using -90 for New Relative Rotation on the Y axis causes sporadic behavior

Gameplay - Feb 20, 2019

Setting up New Relative Rotation with some Static Mesh Actors in the Level Blueprint will have strange results if -90 is used in the Y Relative Rotation. Changing off of -90 will result in normal be ...

Initializing custom Component on Actor in constructor causes odd hierarchy and details panel issues

Gameplay - Blueprint - Feb 19, 2019

When testing with a simple setup, as follows: MySceneComponent has a UProperty(VisibleAnywhere, BlueprintReadOnly) of a USphereComponent pointer, initiated in the Constructor AMyActor has a UProper ...

ISM is not transformable in standalone if mesh distance fields are generated

Rendering - Feb 15, 2019

Instanced static mesh is not transforming when running in standalone or a packaged project. The collision of the mesh will scale but not its visual. ...

User Defined Struct causing crash due to accessing freed memory when using Stompmalloc

Gameplay - Feb 14, 2019

A licensee has reported that Custom Structs can cause a crash when using StompMalloc under certain situations. Regression?: No This occurs in 4.20 ...

Deleting reference variable will result in unusable picker appearing on resolve nodes

Gameplay - Blueprint Editor - Feb 11, 2019

REGRESSION: No When deleting a reference variable, any resolve node pins using it will have a picker added, which won't have anything listed in their dropdown. This isn't consistent with what happ ...

"Build" button causes "Validation failed" and breaks references of meshes in Sublevel according to a prescribed procedure

Tools - BSP - Feb 9, 2019

A licensee reported that "Build" button causes "Validation failed" and breaks meshes in a Sublevel according to a prescribed procedure. The process is quite complicated, but I can 100% reproduce thi ...

Material Opacity Mask Not Working As Expected in PIE but Does in Standalone

Rendering - Feb 5, 2019

Material Mask Opacity is not working in PIE, but works as expected in Standalone.  Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4862710, and 4.23 CL# 4898645 ...

Unused Foliage Type Causing Unbuilt Lighting

Tools - Foliage - Feb 1, 2019

Foliage components will be unbuilt even after deleting all of the placed foliage in a level. Found in 4.20 CL# 4369336, 4.21 CL# 4753647, 4.22 CL# 4827620 ...

Delete Assets dialog returns non-valid assets for the list of assets that can replace the references

Tools - Jan 31, 2019

The Delete Assets window's list of assets that are available to replace the references to an asset that is being deleted returns additional assets that are not valid replacements. The provided pro ...