Actor in same location warning not working if the origin of a static mesh is not within the collision primitive

Gameplay - Nov 26, 2018

If the origin of the static mesh actor is not included within the static mesh primitives, the duplicate actor in same location warning will not proc when building a level. ...

Reversed Animations don't play properly using Skeletal Mesh Pose and animations with Keep State in Sequencer

Sequencer - Nov 26, 2018

The bug seems to only reproduce when setting animations in sequencer and only if the animations are set to "Keep state". Setting them to "restore default" makes the reversed animation play correctly ...

Use Mouse for Touch leads to fire Released and Clicked with Pressed at the same time for UMG Button

Tools - UMG - Nov 23, 2018

Pressed, Released and Clicked should be fired in the same manner w/wo Use Mouse for Touch option. These three events are fired at the same time when enabling the option. [Image Removed] ...

Inconsistent asset property change propagation

Physics - Nov 21, 2018

Changes in an assets collision profile are picked up only when an instance is created, while changes to the assets collision shapes are propagated to instances. This represents an inconsistent handl ...

Custom CrowdManagerClass reference is set to none when restarting the Editor

Gameplay - AI - Nov 21, 2018

When setting a C++ class that's derived from CrowdManager as the "Crowd Manager Class", will cause the "Crowd Manager Class" value to be set to "None" when the Editor is restarted. This issue was r ...

Simple HMD VR preview left eye color issue

Virtual Reality - Nov 21, 2018

The left view in simple hmd (when no HMD is in use) will appear different from the right. All assets in the left view will appear one color (example image attached). ...

Yaw input is not always applied as expected depending on whether the yaw input function is called in the Player Controller Blueprint vs in the Character Blueprint

Gameplay - Blueprint - Nov 20, 2018

In the attached project, the controller Blueprint is set to apply rotation based on a pair of bool values indicating whether the A (Rotate Left) or D (Rotate Right) keys are pressed. The controller ...

DPI Scale Rule set to custom can cause performance issues during design time

Tools - UMG - Nov 19, 2018

When setting the DPI Scale Rule to custom and using a named slot the frame rate of the editor will drop while zooming in and out of a widget that uses the widget containing the named slot. ...

DataSmith importer is setting incorrect scale on Actors

Enterprise - Nov 16, 2018

When importing, DataSmith is assigning a scale on the actors, the option to set the import scale is no longer available in 4.21. ie: a 36" item comes in at 96" This was reported and tested in 4.21 ...

Child Widget Blueprint does not inherit bindings in exe

Tools - UMG - Nov 16, 2018

When packaging a project for Windows, Child Widget Blueprints do not inherit bindings. Tested in 4.20.3 (CL -  4369336), 4.21.1 (CL - 4567586), 4.22 (CL - 4572453) ...