Static mesh created using a procedural mesh component does not appear to save

Tools - MeshEditing - Jun 27, 2018

Creating a static mesh via the create static mesh button in a procedural mesh component creates a mesh that does not appear to save. If the editor is restarted the mesh asset is lost. ...

World Aligned Texture / Normal in Decals does not Operate as Expected

Rendering - Jun 26, 2018

World Aligned Texture / Normal in Decals does not operate as expected, however when used as a surface material it will work just fine. Found in 4.19 CL# 4033788, 4.20 Preview 3 CL# 4154964, 4.21 CL ...

Event Dispatcher implementation called several times (number of bound refs increases every compile)

Gameplay - Jun 26, 2018

The number of calls to the Event Dispatcher increase each time the blueprint actor containing the reference is compiled. This issue was not present in 4.18.3 (CL-3832480) but is in 4.19.2 (CL-403378 ...

Hierarchical Instanced Static Mesh appears to be offset

Rendering - Jun 25, 2018

When using an instanced static mesh, it appears that the location can differ from that of a static mesh that is created in the same manner. ...

DataTable Vertical offset when using Windows scaling above 100%

Tools - Jun 22, 2018

If the windows scaling is set above 100% the rows in a data table will become misaligned as more members are added to the data table. Regression: Yes Did not occur in 4.17 - 3658906 Does occur in ...

Overlap End/Beings when setting actor location

Gameplay - Components - Jun 22, 2018

In the provided example. The player's position is set on tick. This causes the overlap for the collision sphere being used to determine if the hands of the player are overlapping a surface to repeat ...

Skeletal Mesh Attached Via Socket Rotates Collision in Unexpected Manner

Physics - Jun 22, 2018

Collision snaps to socket at an unexpected angle. See attached screenshot for breakdown on what is expected and unexpected. Description provided by user: the collider of the root bone is turned - ...

Renaming parent invalidates childs hierarchy

Gameplay - Components - Jun 22, 2018

When renaming the Parent of a Child Blueprint it invalidates the hierarchy of the Child Blueprint and nests its components under the DefaultSceneRoot. This bug was reported in 4.19.2 (CL-4033788) a ...

Unable to create a 'World Soft Object Reference' Variable from the Variables Panel

Gameplay - Jun 21, 2018

In order to obtain a 'World Soft Object Reference' you have to add a 'Load Level Instance' node and promote the input pin to a variable. You are unable to add a reference to 'World' from the Variabl ...

Invalidation box appears inconsistent when using child widgets

Tools - UMG - Jun 21, 2018

Invalidation box appears to be inconstant when using a child widget that has been added via the user created section. A child widget that modifies itself will not update when placed inside of an inv ...