Make sure games can ship with VS2015 without needing extra redists

Tools - Jul 28, 2016

VS2015 redists are not part of our standard redist install (because their update prereqs on Windows 7 and 8 make them virtually impossible to package in), so applocal install is required. ...

Some post processing features in Preview Scene Settings do not update immediately

UE - Gameplay - Jul 28, 2016

In Persona or the Static Mesh Editor, some post processing features do not update immediately when the user changes them. This was seen with Color Grading and Lens Flare settings. It could affect ...

Setting show flags on a scenecaptureComponent via blueprint does not work

UE - Graphics Features - Jul 28, 2016

Reported via UDN:https://udn.unrealengine.com/questions/304768/scenecapturecomponent2d-and-shadows.html ...

UTF-16 characters return incorrectly from StringToBytes/BytesToString conversion

UE - Foundation - Core - Jul 28, 2016

When a UTF-16 character (™ for example) is passed into a StringToBytes() function and then returned via BytesToString, the returned character does not match (in the case of ™, a double quotes is ret ...

"Directions are not compatible" when using Blueprint node with meta = ( ExpandEnumAsExecs = "Branches" ) in only Animation Blueprint.

UE - Gameplay - Jul 28, 2016

When using a custom Blueprint node with the meta tag, "ExpandEnumAsExects" Animation Blueprints get "Directions are not compatible" while other Blueprint classes are able to compile the same node. ...

Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults

UE - Gameplay - Blueprint Runtime - Jul 28, 2016

If you use "Set Array Elem" on a vector array but leave "Item" at the default value of (0,0,0) then you'll end up using a temporary uninitialised vector instead of (0,0,0) when it's nativized. Work ...

Execute while paused input action mappings do not execute when console command pause used

UE - Gameplay - Input - Jul 28, 2016

"Execute while paused" input action mappings do not trigger when using the pause console command. Workaround Use the "Set Game Paused" node, which works as expected. Regression (no) issue (does ...

RadialForceComponent ignores collision of Object Type set in Collision Presets if component is initialized in C++

UE - Gameplay - Jul 28, 2016

When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...

Nested component subobject visualization and defaults editing is not working properly.

UE - Gameplay - Components - Jul 28, 2016

Currently it is only partially possible to edit nested component subobjects, but not in a way that's consistent with how top-level component subobjects are edited (both Blueprints and IWCE). This is ...

Sequencer frame by frame playback is blurry and distorted

UE - Anim - Sequencer - Jul 28, 2016

When navigating through frames of a Sequence, the scenes become very blurry and distorted after the initial scrub through all of the frames. ...