Input Action Mapping Rebinding not working properly if pawn extends from Pawn.h

Gameplay - Input - Oct 22, 2019

Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...

Vertex Painting - Unexpected behaviour when painting Skeletal Mesh with Low Radius Brush

Tools - Oct 21, 2019

Unexpected behaviour when painting skeletal meshes with small radius brush. This does not occur with static meshes. Confirmed in 4.25 MAIN @ CL 9730599 ...

StaticMeshActor loses root component scale if placed with Surface Snapping enabled in Editor Viewport

Tools - Oct 21, 2019

If you make a Blueprint child of StaticMeshActor, and set the default scale of the Root Component (Static Mesh Component) to something other than 1,1,1, the scale will not be applied when the actor ...

Simple collision Landscape returns incorrect physical material

Tools - Landscape - Oct 16, 2019

When a landscape uses simple collision, the returned physical material can be mismatched. This seems to be a result of ConvertHeightfieldDataForPhysx within ULandscapeHeightfieldCollisionComponent: ...

Instance Materials are not Created When Importing an FBX

Rendering - Oct 16, 2019

Instance Materials are not Created When Importing an FBX.  Found in 4.22 CL# 7053642, 4.23 CL# 8386587, 4.24 CL# 9551884, 4.25 CL# 9615021 ...

Copy Procedural Mesh from Static Mesh Component does not work correctly when the order of material slots is different

Rendering - Oct 15, 2019

This issue occurs when the section and material slot order do not match In this sample project:[Image Removed] According to a report from the licensee, the order of Sections seems incorrect.[Image ...

Event Blueprint Initialize Animation executes multiple times per instance per frame

Anim - Oct 10, 2019

When editing the default values of a BP using an ABP, the ABP's initialize event will be triggered multiple times in a single frame.  ...

UCharacterMovementComponent OldVelocity is pre-additive while Velocity is post-additive

Anim - Oct 10, 2019

In UCharacterMovementComponent code such as PhysFalling, RestorePreAdditiveRootMotionVelocity is called before FVector OldVelocity = Velocity; leaving OldVelocity in a pre-additive state making furt ...

GetClassDefaults node retains 'hidden' references to original default.

Gameplay - Blueprint - Oct 9, 2019

Need to add calls to Super::PinConnectionListChanged() and Super::PinDefaultValueChanged() in K2Node_GetClassDefaults.cpp. ...

Mesh Paint can fail to find vertices using physics collision query

Tools - Oct 8, 2019

Mesh paint is for painting the vertices of a mesh, but in part uses physics collision queries to detect hits and search for vertices. (see FMeshPaintGeometryAdapterForSkeletalMeshes::LineTraceCompon ...