Planar Reflections do not appear to cull based on the view frustum

UE - Graphics Features - Oct 27, 2016

View Frustum and Occlusion culling do not appear to work for Planar Reflections though the stats in PIE seems to indicate otherwise. I've attached two gifs showing View Frustum and Occlusion chec ...

Error for having an extra semicolon before a UPROPERTY declaration is not thrown inside of a USTRUCT

UE - Foundation - Core - Oct 26, 2016

Having an extra semicolon on the line before declaring a UPROPERTY will cause UHT to miss parsing the following UPROPERTY. This is expected, but an error is usually given when this is the case. This ...

Sequence Recorder mishandles certain skeletal meshes when recording

UE - Anim - Sequencer - Oct 26, 2016

Sequence Recorder mishandles certain skeletal meshes when recording. I THINK this is because of unused leaf bones in the bone hierarchy (See the skeleton tree). [Link Removed] Note: This charact ...

Fix InstancedStaticMesh RemoveInstance invalidating indices

UE - Gameplay - Oct 26, 2016

When removing instances from an ISMC, indices / indexes returned from AddInstance will be invalidated. This can cause issues for users that want to do custom management of instances. Using something ...

Landscape DFAO shadowing artifacts in Standalone and packaged

UE - Graphics Features - Oct 25, 2016

The Heightfield from DFAO when playing in Standalone or a packaged game has darkened shadow artifacts for the level. Workaround: Use r.AOGlobalDistanceField 0 to disable the Global Distance Field. ...

Using nativized functions on buttons to spawn meshes causes assertion failure

UE - Gameplay - Blueprint - Oct 25, 2016

An assertion failure is thrown when using nativized functions on an Android device. ...

Nav Modifier Volume Not Affecting Nav Mesh Until it is Moved

UE - AI - Oct 21, 2016

Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...

Significant frame drop while blueprint nodes are being rendered on other monitor.

UE - Editor - UI Systems - Slate - Oct 21, 2016

The nodes in the blueprint editor require a lot of resources to render, causing framerate issues whenever they're being shown. The more that are shown, the worse the framerate issues. While a framer ...

ReplicatedUsing stops getting called after setting a value to nullptr.

UE - Networking - Oct 20, 2016

Eventually, the ReplicateUsing function called out for a UPROPERTY is no longer being called. After investigation, it appears that the data is making it from the Server to the Client, but that the d ...

Use Viewport's BackBuffer as Pixel Shader's input texture fails on Android

UE - Platform - Mobile - Oct 20, 2016

UDK Link: link title In this project, they need to get the BackBuffer(including UMG), and use this BackBuffer to do some post-processing. So follow the code in FViewportSurfaceReader :: ResolveRende ...