Thumbnails rendered incorrectly in Content Browser

UE - Editor - Content Pipeline - Content Browser - Jul 7, 2016

While working with several different Blueprints classes, their Content Browser Thumbnails will become corrupted and render the contents of other assets. (See Attached Image) The Bullet Asset is act ...

Is Hovered does not appear to update when holding down the mouse button and releasing outside of the widget

UE - Editor - UI Systems - Jul 7, 2016

Is Hovered does not appear to update when holding down the mouse button and releasing outside of the widget ...

Planar Reflections on Mobile short view distance for non single plane faces

UE - Platform - Mobile - Jul 7, 2016

Planar Reflections on mobile work well with single plane assets but not with anything with multiple sides, like a box. Tested in: 4.12.4 CL-3028348 4.13 Dev-Editor CL-3038075 ...

EQS Query Not Detecting Different Floors

UE - AI - Jul 7, 2016

Running an EQS for something such as finding a random point on a grid will not generate results on multiple floors. See the attached screenshot for an example. Was unable to reproduce in 4.11.2 d ...

Updating project modules causes custom blueprints to lose reference to parent class

UE - Gameplay - Blueprint - Jul 7, 2016

When changing the name of a module or creating a new module, updating the _API of a class to the new module will cause blueprints based on this class to lose reference ...

Material Instance color applied as Blendable gets overridden by Master Material's color

UE - Graphics Features - Jul 6, 2016

When applying a Post Process Material Instance as a blendable element in a Post Process Volume with the blend radius set higher than 0, the post process will blend the Master Material's inputs with ...

Planar Reflection seems to render inverted

UE - Platform - Mobile - Jul 6, 2016

Planar Reflections seem to be inverted on mobile devices. The angles seem to be off too. ...

World Position Offset Only Affecting the Z-Axis when applied as a Material to a Landscape

UE - LD & Modeling - Terrain - Landscape - Jul 6, 2016

When utilizing World Position Offset on Landscapes, the VertexNormalWS only pushes vertices in the vertical direction. Even if you are to sculpt an aggressive slope on the landscape, the vertices ar ...

Shader Model 5 and Tessellation causes unintended effects on Linux

UE - Platform - Linux - Jul 6, 2016

Using Shader Model 5 and tessellation on Linux gives strange results that are not present when used on Windows ex: 1) When using Shader Model 5 on Linux, turning on Translucent blend mode and Tesse ...