"Weld Simulated Bodies" Collision flips when welding Skeletal mesh to Static Mesh

Physics - Sep 20, 2019

Collision flipped when welding a skeletal mesh to a static mesh. Welding Skeletal mesh as parent actor does not cause collision to flip. Showflag.Collision 1 shows correct collision. (However px ...

The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true

Tools - Slate - Sep 20, 2019

The Left Mouse Button Pressed event is not firing when Input Mode Game Only is set and Show Mouse Cursor is true. Attached is an example project (4.23) that demonstrates the issue. Found in 4.23.0 ...

iOS App Store ITMS-90809: Deprecated API Usage from UIWebView APIs

Platform - Mobile - Sep 19, 2019

Users are receiving "ITMS-90809: Deprecated API Usage - Apple will stop accepting submissions of apps that use UIWebView APIs . See [Link Removed] for more information. " issue when submitting apps. ...

Vive - Motion Controller Component - Active Scene Capture causes 'Low Latency Update' lag

Virtual Reality - Sep 18, 2019

When a scene capture is active, attachment will lag behind parent. (Similar to UE-74977 ) ...

Asynchronous Image Loading from Disk Documentation leads to memory leak

Docs - Sep 18, 2019

The documentation example to create your own asynchronous image load from disk results in a memory leak that is noticeable using the task manager.  ...

Mouse Resizing Cursor not Displaying Properly

Tools - Slate - Sep 18, 2019

Following the steps above will result in the resizing cursor not appearing properly for stand-alone game windows. The resizing cursor will appear to flash very quickly and then go back to the regula ...

Crashes when copying an array of actors that implement an interface into an array of interface references

Gameplay - Sep 17, 2019

When assigning an array of actors that implement a specific interface to an array of the specific interface the engine crashes. This doesn't happen if the actor array is put through a for each loop ...

Diffing Tool showing false positive when diff'ing identical blueprints using FText input pin

Tools - Localization - Sep 17, 2019

When diffing the two blueprints, the FText values are deemed different when they are the same. A workaround has been found by doing a pure string-compare for FText inside "GraphDiffControl::ArePinsD ...

CharacterMovement component is not accurately reflecting the characters velocity when becoming uncontrolled during movement.

Gameplay - Sep 16, 2019

The boolean "bRunPhysicsWithNoController" has an attached note that reads: " * Normally without a Controller, movement will be aborted and velocity and acceleration are zeroed if the character is w ...