Dynamic point lights generate shader compile errors on HTML5

UE - Platform - Mobile - Aug 20, 2015

The new ES2 movable point lights look promising. Unfortunately, there seems to be an issue with them in HTML5 builds. They work great in the ES2 preview mode in the editor, but when running in an ac ...

Walking into some destructibles crashes the editor

UE - Simulation - Physics - Destruction - Aug 20, 2015

Submitted by a licensee on UDN. I verified it and have attached the test level that he provided. In the test map. some boxes fall and break. Walking straight into the boxes causes the editor to cra ...

AbilityTask cause ability BP to be dirty upon global function remove event

UE - Gameplay - Aug 19, 2015

Gameplay Ability BP is being set to dirty when function is removed from an unrelated actor Blueprint. Reported by Licensee in 4.8.3 QA Build, Reproduced using Fortnite - CL - 2661312 ...

ServerTravel command doesn't work in PIE using seamless travel

UE - Gameplay - Aug 19, 2015

The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...

Cannot change inherited variable default values through details panel

UE - Gameplay - Blueprint - Aug 19, 2015

Child blueprints cannot change the default values of inherited variables. ...

Forward Rendering with Metal is stretched on iOS

UE - Platform - Mobile - Aug 19, 2015

When you turn off 'Supports Open GLES2' from the iOS settings and package a game with 'Support Forward Rendering with Metal (A7 and up devices)' the textures/materials are stretched across the objec ...

Compatible skeletons not visible when "Show Only Compatible Skeletons" is Selected in Retarget Window

OLD - Anim - Aug 19, 2015

When you right click on a Skeleton and select "Retarget to another Skeleton," in the subsequent "Select Skeleton" pop up Window, compatible skeletons are not visible when "Show Only Compatible Skele ...

Changing a node to a pure function does not remove breakpoints from node and they must be turned into an impure function again

UE - Gameplay - Blueprint - Aug 19, 2015

Changing a blueprint node to a pure function while a breakpoint is set on the node will maintain the breakpoint. Additionally, the breakpoint cannot be toggled or removed until the node is turned ba ...

Clearcoat shader disappears if any asset using the Material leaves lighting

UE - Graphics Features - Aug 19, 2015

Clearcoat Shader will stop receiving lighting information if any mesh assigned the material using the shader leaves lighting. Also Reproduced in Launcher 4.9 Preview 4, Main-CL-2660934 [Image Remo ...

UFunctions using the exec specifier are recognized by UHT when building for Development even if they are in a #if WITH_ENGINE

UE - Foundation - Core - Aug 19, 2015

If a user declares a UFunction with the exec specifier, the UHT will add a call to that function so that it can be used as a console command in the editor. This becomes an issue when the declaration ...