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 ...

FaceARSample doesn't recognize faces on iOS

XR - Oct 18, 2019

When running the FaceARSample app on an iOS device, the app gets stuck on "Searching for a face to track" despite having a face in front of it. I tried it with and without my glasses on as well as w ...

Foliage Actors Orphaned on Blueprint Compile

Tools - Foliage - Oct 18, 2019

Recompiling a foliage painted actor bp will orphan already painted actors. ...

Ensure condition failed when destroying a Level Sequence Actor on tick

Sequencer - Oct 18, 2019

In Tick processing of LevelSequencActors of World Tick, If you destroy an actor with an actor's ticks, delete it immediately from the LevelSequencActor array. I think that the problem occurred becau ...

Incorrect Manual Focus Distance from eye dropper

Sequencer - Oct 17, 2019

The Debug Focus Plane in the CineCameraActor does not appropriately respond to mouse input and position when the Manual Focus Distance is set using the eye-dropper. Tested in 4.21.2 (CL - 4753647), ...

Two sections can be created when MovieScene3DAttachTrack is added from Sequence Scripting

Sequencer - Oct 17, 2019

If you add a track for Attach from Sequencer Scripting and add a section to it, two sections are automatically added.If you don't use Sequencer Scripting, only one section will be added ...

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: ...

Tool tip grammer error for "Force Layout Prepass" node

Tools - UMG - Oct 16, 2019

Grammatical error in a tool tip for the Force layout prepass node. It appears that he word "is" needs to be removed (see attached image) ...

Shader Complexity viewmode does not work on masked materials

Rendering - Oct 16, 2019

In engine versions 4.23 and above, the Shader Complexity Viewmode doesn't render appropriately for meshes with masked materials. Tested in 4.22.3 (CL - 7043647), 4.23 (CL - 8386587), 4.24 (CL - 961 ...