Depth Fade Material + Mobile HDR Disabled does not work with OpenGL 3.1 on Oculus Go

Platform - Mobile - Dec 28, 2018

"Depth Fade" material node does not work on Oculus Go with Open GL 3.1 active and Mobile HDR disabled. Seems very similar to UE-60150 however disabling Separate Translucency or calling  r.Mobile. ...

Instanced UObject property in custom code Component class resets to default value when project is closed and re-opened in the Editor

Gameplay - Blueprint - Dec 26, 2018

When an instanced UObject property is added to a custom code Component class, changing the value of the property in a Blueprint that includes the custom Component only lasts until the Editor is clos ...

Blueprint graph stops drawing correctly after using shift-drag

Gameplay - Blueprint Editor - Dec 26, 2018

When shift-dragging in the Blueprint graph and ending the drag on a node with a connected wire, the Blueprint graph will freeze up. There is an attached video that showcases the issue as well. Th ...

Attempting to set a new PIE window to Windowed Fullscreen mode causes both the new PIE window and the original Editor window to freeze and stop accepting input

Platform - Mac - Dec 24, 2018

When starting PIE in a New Editor Window on a Mac, the both the new window and original Editor window will freeze and stop responding to inputs if an attempt is made to change the window to Windowed ...

UClass::HasProperty() returns true for properties in a child class even though the comment for the function indicates it checks for the property in the current class and parents of the current class

Core - Dec 21, 2018

The comment describing UClass::HasProperty() indicates that it checks to see if a specified property exists in a class, or a parent of that class. However, when a property that exists in a child of ...

Static array based on an enum does not show the enum element names if a C-style cast is used with a space between the type being cast to and the enum

Core - Dec 21, 2018

A static array based on an enum does not display the enum names in Blueprints if the size of the static array uses an explicit C-style cast with a space between the type being cast to and the enum b ...

Details panel for Actor Component is blank in any Blueprint that derives from a code class using that Actor Component after the Actor Component's class name is changed

Gameplay - Blueprint - Dec 20, 2018

Changing the name of an Actor Component code class in a project results in any existing Blueprints that derive from code classes that use that Actor Component to not display the Actor Component's pr ...

Unable to change Blueprint Child Variable values in Python

Tools - Python - Dec 20, 2018

Using the Python function unreal.SystemLibrary.set_bool_property_by_name() to change the default variable values of a child Blueprint do not work as intended. Tested in 4.20.3 (CL - 4369336), 4.21. ...

Extra column that cannot be edited is shown in Property Matrix when editing a Data Asset

Tools - Dec 19, 2018

When using the Property Matrix to edit a Data Asset, there is an extra column shown named "Native Class" that cannot be edited. This is most likely due to the code only checking to see if a property ...

Playing video in the Editor's Media Player on a Mac results in a degradation in quality with some noticeable banding present

Platform - Mac - Dec 19, 2018

Playing a video on a Mac using the Editor's Media Player results in the video appearing to have had its data compressed, and with an apparent decrease in quality. In particular, there is noticeable ...