Child Widget Blueprint does not inherit bindings in exe

UE - Editor - UI Systems - Nov 16, 2018

When packaging a project for Windows, Child Widget Blueprints do not inherit bindings. Tested in 4.20.3 (CL -  4369336), 4.21.1 (CL - 4567586), 4.22 (CL - 4572453) ...

MagicLeap Crash on Preview

UE - Platform - XR - Nov 16, 2018

The magic leap crashes on preview ...

Converting an Actor to spawnable/possessable in Sequencer makes it lose its position in the Track Panel.

UE - Anim - Sequencer - Nov 15, 2018

Converting an Actor to spawnable/possessable in a Sequence causes it lose its position in the track panel. If the Actor was in a folder it will need to be added back to that folder. This was report ...

.glTF importer crash - UE4Editor-GLTFImporter!ImportStaticMesh

OLD - Enterprise - Nov 14, 2018

Enabling the gLTF plugin and trying to import a glTF asset results in a crash. ...

Volumetric Fog Renders incorrectly in the right eye for Oculus when Instance stereo is enabled

UE - Platform - XR - Nov 14, 2018

Volumectric Fog causes Actors to render differently in each eye when instanced stereo in enabled. The left eye appears to render the scene correctly while the right appears to render the actors in t ...

Custom Stencil Not Working for Mobile

UE - Platform - Mobile - Nov 14, 2018

Setting a custom stencil on meshes is not working when using a mobile renderer. This is working as expected in 4.20 CL# 4369336 Found in 4.21 CL# 4541578 and 4.22 CL# 4556068 This is a regression ...

Adding HISM instance on a Dedicated Server causes a crash

Tools - Nov 14, 2018

Adding an instance of an HISM on a dedicated server causes an assert. Regression?: No This occurred in 4.20 ...

UCanvasPanelSlot::PostEditChangeChainProperty does not call Super function

UE - Editor - UI Systems - Nov 13, 2018

UCanvasPanelSlot::PostEditChangeChainProperty not only does not call its Super function unless the anchor node has been set, but it calls Super:: PostEditChangeProperty instead PostEditChainProperty ...

Variant manager resets Material Properties Values to default

OLD - Enterprise - Nov 13, 2018

When creating a new Material property for an actor in a variant set, you can change the value of it, but it resets to the default material of the mesh as soon as you move on to another actor in the ...

Duplicating a Sequencer causes events from the original sequence to fire when the second Sequencer is ran

UE - Anim - Sequencer - Nov 13, 2018

When using a Sequence that is a duplicate of another, without changing the event names, the duplicate Sequence will still fire off the event from the original even if the values are changed. Changin ...