Setting custom world settings blueprint in project settings causes editor to crash on open

UE - Gameplay - Aug 19, 2015

If a blueprint based on a custom World Settings class is set in the project settings then the editor crashes on open ...

FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties

UE - World Creation - Worldbuilding Tools - Foliage - Aug 19, 2015

None of the other FBodyInstance properties are showing up either in the Foliage tool or viewing a FoliageType asset in the content browser. ...

Reduce shader permutations on iOS

UE - Platform - Mobile - Aug 19, 2015

Add option to compile iOS OpenGL ES or Metal shaders and whether to force 32bppHDR at each QL If Metal shaders are a scalability option we can compile them only for high and compile only OpenGL fo ...

Navigation system not handling component hierarchies properly

UE - AI - Aug 18, 2015

Lots of details on the related UDN thread. In short, Navigation System is not handling properly deep component hierarchies. I've added a test map for this to AIProject, it's ComponentHierarchyOnNa ...

Matinees using InterpData Files saved in Content Browser cannot export movies

Tools - Aug 18, 2015

Matinees which are referencing InterpData created in the Content Browser cannot export movies via the Movie Button in Matinee Editor. You receive this error:[Image Removed] Then you receive this e ...

All additional Body Parts are hidden if main mesh is out of camera frame in Persona

OLD - Anim - Aug 18, 2015

If you have a small main mesh and use the "Additional Body Part" section of Persona to preview other meshes, they become hidden if the main mesh is out of the camera frame. [NameRemoved]: Can we ju ...

If Master Pose Component is occluded, all target components stop animating

OLD - Anim - Aug 18, 2015

When using "Set Master Pose Component", child components only animate for a few seconds if the Master Component goes out of view of the player camera. In the attached project, the master pose compo ...

Volumetric Translucent Shadows will only work if you select the mesh, doesn't show up in game

UE - Graphics Features - Aug 18, 2015

When using Volumetric Translucent Shadows for static meshes the shadows will only work if the mesh is selected. When the mesh is deselected it will not render. This worked in 4.8.3, but is broken ...

VR Preview crashes when the number of players is greater than one

UE - Platform - XR - Aug 18, 2015

If the user has the number of players set to more than one, the VR preview will crash. ...

TAssetPtrs are not properly fixed up in client PIE instances

Tools - Aug 18, 2015

Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...