TextureEditorModule.cpp: Layout registered with 'Texture' but unregistered with 'Texture2D'

Tools - Mar 4, 2016

Layout is registered for class 'Texture' but unregistered for class 'Texture2D' ...

Component in Child Blueprint Parented to Inherited Component Disappears

UE - Gameplay - Components - Mar 4, 2016

When you have a child blueprint that contains a component that is parented to an inherited component, changing a value on that inherited component in the original parent blueprint and then compiling ...

AWorldSettings::FixupDeltaSeconds() is arbitrary and hardcoded

UE - Gameplay - Mar 4, 2016

FixupDeltaSeconds clamps delta time in a non-configurable way. ...

Adding special characters into the BundleDisplayName or BundleName causes packaging error

UE - Platform - Mobile - Mar 3, 2016

Packaging a project for iOS that has & in the Bundle Name causes an error to occur during packaging. IPP ERROR: Application exception: System.Xml.XmlException: An error occurred while parsing Entit ...

Blueprint debug flow not shown for events triggered from FTicker

UE - Gameplay - Blueprint Editor - Mar 3, 2016

FTicker delegates don't invoke Blueprint wire highlighting when debugging in the editor. ...

Split Pins on a referenced Macro Library will crash the editor on restart

UE - Gameplay - Blueprint - Mar 3, 2016

Split Pins on a referenced Macro Library will crash the editor on restart 2 callstacks include, one for 4.10.4 and one for 4.11 Preview 6 User Description: I got some macros in my Object Macro Li ...

Large snap scaling causes meshes to scale 0

UE - Editor - Workflow Systems - Mar 3, 2016

With a large snap scale just selecting the uniform scaler will make the content scale to 0. It seems like it is far too easy for meshes to accidentally be scaled to 0 with snap scaling. Another exa ...

Using r.RenderTargetPool.Events in debug configurations causes breakpoint in VS

UE - Graphics Features - Mar 3, 2016

Building a project in a debug configuration and then running through VS debugger will trigger a breakpoint if the console command 'r.RenderTargetPool.Events' is used. ...

MapsToCook is not relative and is ignored if the project's directory is moved

UE - Foundation - Core - Cooker - Mar 3, 2016

If the MapsToCook is set in the editor using the "List of maps to include in a packaged build" and the project's directory is moved, the list is no longer valid as it was pointing to the specific fi ...

Set World Location Not Working on Skeletal Meshes with Simulate Physics Enabled

UE - Gameplay - Mar 3, 2016

When a skeletal mesh is set to simulate physics, using the Set World Location node to set the world location of the mesh does not seem to be working. Turning simulate physics off causes the mesh to ...