Sequencer:The Spawned AnimBP variable is not changed during the second play

Sequencer - Dec 14, 2018

The Spawned AnimBP variable is not changed during the second play. When changing Spawned AnimBP variables from Sequencer Track, the first change works correct. Second time, It can not be changed co ...

Unable to open generated.h file in Visual Studio

DevTools - Dec 13, 2018

This is related to UE-62042, and possibly the same issue. It is still not possible to open a generated.h file from within a project solution. I was able to reproduce this in both a binary Engine ins ...

Creating Anim Montage drops a frame(s)

Anim - Animation - Dec 13, 2018

When creating an animation montage, it appears that frames can be lost. ...

TVOS - Packaging CPP project fails when "Support Bitcode in Shipping" enabled

Platform - Mobile - Dec 13, 2018

Unable to package a CPP project with Bitcode enabled Confirmed in MAIN 4.22 @ CL 4655014 with error [404/405] sh /Users/compile/UE4/Builds/RDU-WD-11740/D/Projects/AJ_421CPP_4.22/Binaries/TVOS/ ...

Impossible to save assets after change in redirectors

Core - UObject - Dec 13, 2018

One of our licensees pointed out this problem. I've tried all the common redirector problems (write / read permission, multiple instances of the editor, renaming the assets, running the commandle ...

FBX export - BP StaticMesh Scales from Mesh Origin

Tools - Import - FBX - Dec 13, 2018

Unexpected behaviour with meshes scaled via BP and exported via .fbx (.obj looks to function as expected) Confirmed in 4.22 Main CL 4648854 ...

Slight menu lag when using Vulkan on Linux

Platform - Linux - Dec 12, 2018

When using the UE4 Editor with Vulkan there is a slight lag when navigating through the menu options. This lag is not present when launching with OpenGL nor is it present on Windows with -vulkan.  ...

Multiple Primitives created when importing a mesh with "One Convex Hull Per UCX" unchecked

Tools - Import - FBX - Dec 10, 2018

User has encountered an issue with duplicate collision primitives when importing custom collision meshes from Maya ...

User would like Blutility Asset Action to be able to work on only certain classes of blueprint

Gameplay - Blueprint Editor - Dec 7, 2018

When supplying a specific blueprint class to the Asset actions Utility, the script does not show up in the right click menu as expected (this will work when given Blueprint as the class) ...