Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor

UE - Gameplay - Sep 15, 2016

When importing alembic files into a project that has "Generate mesh distance fields" enabled the editor will crash. ...

Source Control: UProject file not added to source control when project is first created

Tools - Sep 15, 2016

For Perforce (and potentially Subversion), it seems that the .uproject file is not added to source control when setting up source control for the first time. Additionally, it seems that any starting ...

MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution

UE - Graphics Features - Sep 14, 2016

When the RHI thread is enabled (with or without parallel-execution) for Metal it isn't currently possible to run "profilegpu" because the GPU timestamp emulation code isn't multi-thread safe and pro ...

Additive BSP Selections Acting Grouped after Building Geometry

UE - LD & Modeling - Modeling Tools - BSP - Sep 14, 2016

After building geometry with multiple box brushes stacked on top of one another, the selection no longer isolates a single brush but acts like all of the brushes are combined. This issue can be res ...

Undo in sound cue editor does not undo looping changes.

UE - Audio - Sep 13, 2016

When using undo in the Sound Cue Editor to undo the looping check the editor switches focus to the output node and does not undo the looping check. ...

ResavePackages commandlet with Build Lighting applies level transform each time

UE - Foundation - Core - Cooker - Sep 13, 2016

While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...

Packaged game crashes with empty callstack when exiting game through steam VR overlay

UE - Platform - XR - Sep 13, 2016

Packaged game crashes with empty callstack when exiting game through steam VR overlay. The application is exited but is fallowed up with a crash ...

Setting FActorSpawnParameters::bRemoteOwned causes inconsistent behavior when spawning actors

UE - Gameplay - Sep 13, 2016

If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime. If using n ...

Depreciated nodes in Custom Functions do not show in warning log

UE - Gameplay - Blueprint - Sep 13, 2016

Depreciated nodes in Custom Functions do not show in warning log ...

LineTraceComponent incorrectly derives HitLocation from Procedural Mesh Components

UE - Gameplay - Sep 13, 2016

LineTraceComponents do not return the correct HItLocation from Procedural Mesh Components. ...