Hierarchical Instanced Static Mesh component instances are not duplicated correctly if the parent is duplicated

UE - Graphics Features - Dec 16, 2016

Duplicating an actor with a Hierarchical Instanced Static Mesh component that has an instance will duplicate the instance as well, but this instance is not rendered. Please note, this was discovere ...

Foliage LODs do not appear to use the base LODs lightmap any longer

UE - World Creation - Worldbuilding Tools - Foliage - Dec 16, 2016

LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...

Setting window resolution to a higher amount than the screen's current resolution leads to incorrect Aspect Ratio and black bars

UE - Graphics Features - Dec 16, 2016

When the resolution is set to a height that is higher than the monitor's current resolution in Windowed mode without Constrain to Aspect Ratio enabled in the Camera, the aspect ratio becomes squishe ...

An InstancedStaticMesh component set to Stationary doesn't register overlaps

UE - Simulation - Physics - Dec 16, 2016

An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...

Blueprint Function Library functions have a world context pin by default even when not necessary or desired

UE - Gameplay - Blueprint - Dec 16, 2016

Blueprint Function Library functions have a world context pin by default which makes it impossible to call them from blueprints who's parent class does not provide a GetWorld implementation. It seem ...

Using save all after moving a newly created asset to another folder will cause the asset to also exist in its original location

Tools - Dec 16, 2016

When you move an asset that has been freshly created and not yet saved, it will leave behind information that will get saved by Save All. This saved data isn't visible in the editor but is present i ...

Multiple overlapping reflection captures cause graphical artifact on Mac

UE - Graphics Features - Dec 16, 2016

There are tiled artifacts that appear on Mac Sierra when reflection captures overlap. Tested with Asset #3595 MacOS Sierra Version: 10.12.1 NVIDIA GeForce GT 750M Driver: 367.15.10.05f01 ...

Undocked Windows with a hidden tab cannot be unhidden, moved, or docked any longer.

Tools - Dec 16, 2016

Any undocked windows that have their tab hidden cannot be unhidden and the window cannot be moved. This is problematic because one this is done even if you close the window and reopen it via the Win ...

ParticleCutout don't work when AlphaThreshold is 0

UE - Graphics Features - Dec 16, 2016

UParticleModuleRequired::PostEditChangeProperty use "AlphaThreshold > 0". So, if AlphaThreshold = 0, particlecutout don't work. ...

Subsurface Profile material does not render properly in the Material Editor or Material Instance Editor

UE - Graphics Features - Dec 15, 2016

Note: I looked for a similar or related bug but could not find one. Sorry if it's here and buried. Subsurface Profile materials render differently in the Material Editor Preview pane than they do a ...