Int64 literals in Blueprint get rounded

Gameplay - Mar 27, 2020

Int64 literals in Blueprint get rounded ...

Assert Crash when Attempting to rename Vector variable with open split pins

Gameplay - Mar 25, 2020

Assert Crash when Attempting to rename Vector variable with open split pins  ...

Changing Texture Parameter via SetMateriaInstanceTextureValue remain old texture's reference

Tools - Material Editor - Mar 13, 2020

When editing the texture parameter of Material Isntacne using Editor Utility Widget, the old texture is linked with the SoftReference. When change the texture parameter in Material Instance Editor, ...

"showdebug abilitysystem" shows incorrect attribute stats for debug target

Gameplay - Mar 11, 2020

When using 'showdebug abilitysystem' and switching debug target actor with Page Up and Page Down. It will not change to show the debug attributes info for the new target. The debug will still only s ...

Blueprint enum-to-string node returning inconsistent results across platforms

Gameplay - Mar 5, 2020

Converting a C++ enum to a string should be a consistent result, however when running in the editor it returns the display-name value instead of the index value. This prevents C++ UENUMs from being ...

Instanced EditInlineNew Objects not correctly propagating to children and placed level instances

Gameplay - Mar 3, 2020

Instanced EditInlineNew objects are kind of broken right now and hard to make full use of. In addition to the notes above, there are some cases where you can't even assign new values into the base c ...

Particles are only activated when the camera moves back

Rendering - Cascade - Mar 3, 2020

UParticleSystemComponent :: CanConsiderInvisible () Particles determined to be invisible by MaxSecondsBeforeInactive seem to be activated only when the camera moves back. Is this correct behavior? ...

CollisionPreset of ComplexCollisionMesh is overrided by Drawing mesh settings

Physics - Mar 3, 2020

When setting ComplexCollisionMesh of StaticMesh asset, CollisionPreset that is actually applied becomes the setting on the drawing mesh side. It seems that ComplexCollisionMesh is not considered in ...

Crash when using ComplexCollisionMesh and the ComplexCollisionMesh has more material index than drawing mesh's material index

Physics - Mar 2, 2020

When using ComplexCollisionMesh of StaticMesh asset, at the time of hit, the physical material refers to the material of the drawing mesh side using the material index of the collision mesh side. T ...

Depth of fields behavior when Focus Method is None

Tools - Sequencer - Feb 25, 2020

Licensee reports that Depth of fields behavior when Focus Method is None is incorrect. If None, override flag is disabled and default value seems to be used.[Image Removed] Attached sample projec ...