PreConstruct visualization does not appear to work for Grandchildren of a widget blueprint

Tools - UMG - Mar 1, 2019

When creating a grand child widget it appears that the preconstuct does not behave as expected. The child widget fails to render widgets that belong to its parent's parent. ...

Set user focus for player 0 will cause other local players to lose input

Tools - Slate - Feb 28, 2019

When the player at index 0 sets its user focus it will cause other players to lose input. This does not occur when setting the user focus of players with an index higher than 0. ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

Gameplay - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...

Changes to the frame rate settings for the Render Movie options do not appear to save

Sequencer - Feb 28, 2019

Changes to the frame rate for the Render Movie Settings window do not appear to save in between uses (as is seen with the other settings). ...

Creating a new C++ Basic Code Project, based upon a deleted With Starter Content enabled

Tools - Feb 28, 2019

Upon creating a new C++ Project called "MyProject" with starter content enabled, if you delete the project folder from the finder, then re-create a new C++ Project under the same name "MyProject" wi ...

RepLayout can hold onto hard references to owning objects, preventing them from being destroyed.

Networking - Feb 28, 2019

RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...

Collision not showing after switching between No Collision and Default

Tools - Feb 27, 2019

When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...

Crash When Building Lighting for a Level with Previously Purged Lightmaps

Rendering - Feb 27, 2019

If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding l ...

LineTraceComponent does not respect bEnablePerPolyCollision

Physics - Feb 26, 2019

USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...

Compile error when Blueprint Interface returns a map type variable

Gameplay - Blueprint - Feb 26, 2019

A Blueprint Interface function that returns a map type variable will fail compiling with various errors when called in another Blueprint. If the same function is setup in the Actor Blueprint instead ...