Pivot Offset Module does not respect on/off toggle

Rendering - Cascade - Mar 22, 2019

Toggling the Pivot Offset module in a Cascade Particle System has no effect on the particle system's position. Tested in 4.20.3 (CL - 4369336), 4.21.2 (CL - 4753647), 4.22 (CL - 5439949), 4.23 (C ...

Functional Test won't start when placing a moving actor inside the level if setting Navigation Mesh's Runtime Generation to Dynamic

Automation - Mar 21, 2019

User is trying to use the Functional Test class to construct some automated test cases. Whilst doing this they noticed that adding a BP_Actor (just a static mesh engine cube) that simply rotates (v ...

Wrong grouping separators are displayed when the Mac OS has been set to the German-Germany language and locale

Tools - Localization - Mar 21, 2019

When converting a numerical value to text with grouping enabled, the grouping character that is used is not properly localized on a Mac. By default, the grouping character that is used when in the e ...

GetKnownPerceivedActors doesn't stop calling when specified AISense should be forgotten

Gameplay - AI - Mar 17, 2019

There is a difference in implementation and set of checks that are made in GetKnownPerceivedActors() depending on if you use specific SenseClass or leave it as nullptr (so it will return info for al ...

Undetected infinite loop on spline creation

Gameplay - Blueprint Compiler - Mar 16, 2019

It is possible to create spline logic that will not be detected by infinite loop detection. Also hangs if executed in Event Graph on Begin Play. If saved but not compiled and placed in Editor Star ...

Flipped Tracker axes when using Vive Trackers with Vive Wands

Virtual Reality - Mar 15, 2019

Using pucks with motion controller will cause the tracking pucks x and z axes to flip. ...

Translation Error during STEP import

Datasmith - CAD - Mar 6, 2019

Using plugin version 4.21E3. The attached STEP file was generated using Fusion 360 v2.0.5357. It is a very basic house model. On import, the assembly named 'mod_Upper Hall2_v5_1' has several compone ...

Constraint to kinematic root body prevents skeletal mesh from sleeping

Physics - Mar 5, 2019

Linked test project contains already set up actor as described in steps to reproduce. Using a kinematic body on a root bone, setting all other bodies sleep family to Custom, and their custom sleep t ...

Changing setting in RecastNavMesh breaks "reference" to NavMeshBoundsVolume

Gameplay - AI - Mar 1, 2019

When you create a NavMeshBoundsVolume, it automatically creates a RecastNavMesh-Default. You can change the settings of the nav mesh there. However when you change settings of this RecastNavMesh it ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

Gameplay - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...