Skeletal mesh collision skewed on mirrored meshes

UE - Simulation - Physics - Jan 9, 2018

[Link Removed] Collision on mirrored skeletal mesh does not match mesh. (has same position, but different orientation) Also occurs on latest (3827667) Also tested and occurring with Skeletal Mesh ...

When deleting a Struct Variable and undoing it, it removes all rows from related Datatables

UE - Gameplay - Jan 8, 2018

When undoing variables in a Structure it clears the referenced Datatable of all its rows. However deleting and just adding a new variable works fine. Repeated undos have the chance to add back the ...

Exporting and Importing Alembic File from Maya to Unreal Adds Extra Frame to Animation

UE - Editor - Content Pipeline - Import and Export - Jan 5, 2018

When importing an Alembic file into Unreal Engine an extra frame is added automatically to the frame range in the import settings -abc file has been brought into Maya 2016 and exported again as an ...

Face Normals are Locked to the Direction They Face on Import with Alembic

UE - Editor - Content Pipeline - Import and Export - Jan 5, 2018

Normals do not stay with the face of the asset that has been imported using Alembic whle animating -use import settings for documentation and check Recompute Normals and Force One Smoothing Group P ...

Eyedropper in the Color Picker window does not grab any color values on Mac/Linux

UE - Graphics Features - Jan 5, 2018

Trying to use the eyedropper in the color picker window on Mac fails to grab any color values. The colors will only update when hovering or clicking within the viewport but the colors shown aren't c ...

Applying Clothing Data Causes Mesh Vertex Color to Turn Black (or crash)

OLD - Anim - Jan 3, 2018

-When a clothing asset is applied to the mesh, the vertex color(s) change to solid black -Can be removed by right click Remove Clothing Data -Crashes in Main-4.20 -Can't be tested in 4.17.2 due t ...

Data loss when FPlane is implicitly converted to FVector4

UE - Foundation - Core - Jan 3, 2018

The FSceneView::Deproject function calls FMatrix::TransformVector4 and passes an FPlane value. TransformVector4 takes in an FVector4 parameter, so the value being passed is implicitly converted to F ...

Morph Target Preview Slider Defaults to One When Entered Value is Larger Than One

OLD - Anim - Jan 2, 2018

When morph target weight value is set to a number other than 1 the slider sets it back to being a value under 1. It does not go down from the number that it was set to but instead defaults to being ...

Preview Asset Becomes Detached from Socket When Renamed

Tools - Dec 28, 2017

4.17: The preview mesh disappears entirely when the name of the preview asset is changed When a preview asset is applied to a socket, and the socket is renamed, the preview asset becomes detached ...

Socket Preview Mesh's Scale Changes While the Socket's Scale Does Not When the Mesh Editor is Reopened

Tools - Dec 22, 2017

When setting a preview mesh and a socket to a relative scale, the socket's scale is saved but the preview meshes scale changes. This occurs when the asset is saved < mesh editor closed out < mesh ed ...