ATan is not available in a Math Expression

UE - Gameplay - Blueprint - Mar 10, 2015

Using a Math Expression node, atan will generate an error as an unknown expression. Reproduced in Main Promotable-CL-2471062 [Image Removed] ...

Auto Reimport of FBXs saved out from Maya 2015 Fail

UE - Editor - Content Pipeline - Import and Export - Mar 10, 2015

FBX assets which are reimported after being successfully imported using the auto import feature (saving the FBX to the Content Folder) are failing to apply changes made to the mesh in Maya 2015, Use ...

ShooterGame player death creates Death Anim Timer handler incorrectly

Docs - Samples - Mar 10, 2015

In ShooterCharacter.cpp (line 376) there is a call to FMath::Min(0.1f, DeathAnimDurtation) that always returns 0.1. User suggests changing FMath::Min() to FMath::Max(). ...

iOS devices and Android devices return a 90 degree difference when getting gravity through a "Make Rotation From Axes" node

UE - Platform - Mobile - Mar 10, 2015

A user has a project that gets the rotation of the device through the gravity node and when they run Get Gravity through a "MakeRotationFromAxes" node the number that is returned has 90 degree diffe ...

Quality settings should not affect landscape resolution

UE - LD & Modeling - Terrain - Landscape - Mar 10, 2015

Changing the quality settings (or having them change on you automatically in the editor) drops mips on landscape heightmap textures, which isn't desirable as it makes it look like there are collisio ...

Memory leak after exiting PIE

There appears to be a memory leak when you PIE and then exit PIE. Users are reporting that each time they PIE, their RAM usage jumps up, say, 10MB, then when you exit PIE, it only drops down 5MB. ...

FBX Reimport Error

UE - Editor - Content Pipeline - Import and Export - Mar 9, 2015

Reproduced in Main Promotable-CL-2471062 When reimporting an FBX Static Mesh housed in a root directory, the engine says that it successfully reimports the FBX, but quietly in the Output log fails ...

Ease node "Shortest Path" auto sets to true after closing and reopening editor

UE - Gameplay - Blueprint - Mar 9, 2015

UPDATE: 3/10/2015 User reported manually adding a separate boolean value causes that value to automatically switch to true upon reloading editor as well. No current workaround is available. ======= ...

The collision of objects moving at high speeds seems to move in front of the object

UE - Simulation - Physics - Mar 9, 2015

The collision of objects moving at high speeds seems to move in front of the object. The faster the object is moving, the further the collision will be from the mesh. AnswerHub report: https://an ...

Show Navigation does not work in a packaged build

UE - AI - Mar 9, 2015

USER DESCRIPTION: Every time I check "Enable Drawing" in project settings, save all, close the editor then open it again -> Enable Drawing is unchecked. Why? Is there some other place when this opti ...