Override Animation Data doesn't use new animation

UE - Anim - Rigging - Nov 20, 2019

Override Animation Data doesn't use the new animation to play when the animation mode is already 'Use Animation Asset' ...

Calling GEngine->Browse from an RPC implementation causes a crash

UE - Networking - Nov 5, 2019

The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...

Shared Transitions are not usable by separate state machines within the same ABP

UE - Anim - Runtime - Anim Blueprints - Oct 18, 2019

Shared transition rules/crossfades are not usable by other state machines within the same ABP. Copy/Pasting these transitions to a new machine, create new independent shared transitions of the same ...

FSkeletalMeshMerge::MergeSkeleton calls BuildSockets before RefSkeleton is assigned

UE - Anim - Runtime - Aug 9, 2019

Before assigning RefSkeleton, FSkeletalMeshMerge::MergeSkeleton calls BuildSockets->RebuildSocketMap->FSocketInfo->RefSkeleton.FindBoneIndex, which incorrectly sets the SocketBoneIndex. ...

Renaming a Named slot widget appears to clear any children in all other widgets that the named slot is used

UE - Editor - UI Systems - Aug 9, 2019

When changing the name of a named slot widget, it appear that any children contained in the the named slot (when the widget has been added to other widgets) will be cleared ...

Web browser widget does not receive input when used in a 3D widget component on Android

UE - Platform - Mobile - Jul 9, 2018

Web browser widgets to not receive input when used in a widget component on Android devices Update: Oculus Quest devs attempting to implement and interact with the web browser widget via widget i ...

DitherTemporalAA includes some noise even when Alpha Threshold is set to 0

UE - Rendering - Dec 8, 2017

DitherTemporalAA's output contains some noise even when Alpha Threshold is set to 0. ...

iOS Shipping Build using std::thread crashes on launch

UE - Platform - Mobile - Jun 2, 2017

A user is reporting that using the following code in a GameMode class causes shipping iOS packages to crash on launch:void ANOGSSDKGameModeBase::StartPlay() { std::thread([](){ std::clog << "THRE ...