Destructible mesh traces fail after switching collision response

UE - Simulation - Physics - Destruction - Jun 15, 2017

User reported issue on UDN, steps above and project attached. ...

Dragging off a linked pin to create a new does not automatically connect

UE - Gameplay - Blueprint Editor - Jun 14, 2017

REGRESSION: No When the user drags off a linked input pin, and adds another pin through the context menu, the two pins aren't automatically linked like it does when the user does the same action wi ...

Relative Rotation of Component Fluctuates When Setting Relative Location

UE - Gameplay - Jun 14, 2017

When attaching a component to a camera in the Character, setting its relative location is causing the relative rotation to fluctuate by 2-4 degrees depending on the rotation of the camera component. ...

Checkboxes appearing with hidden EditCondition variables

Tools - Jun 12, 2017

When a public uproperty variable has the meta specifier EditCondition set to respond to a private boolean, a checkbox appears next to the public variable in blueprints. While the checkbox accurately ...

Inconsistent mouse behavior in PIE vs Standalone

UE - Editor - UI Systems - Slate - Jun 9, 2017

Mouse is less responsive in standalone than in PIE. Ex: When reading the mouse position, the position isn't updated as often as when in PIE. ...

Visual inconsistencies when zooming in/out in the designer tab

UE - Editor - UI Systems - Jun 9, 2017

Visual inconsistencies when zooming in/out in the designer tab. In the example provided. There is a vertical box containing sever images with a top padding of 1. When zooming in and out of the graph ...

Cooking is not deterministic for Destructible Meshes

UE - Simulation - Physics - Destruction - Jun 9, 2017

Cooking is not deterministic for Destructible Meshes. Can be tested by doing a release/patch of Destructibles map in Content Examples. Destructible Meshes that have not changed will show up in the ...

Packaged plugins yield different results when opening a project it was added to depending on whether the Engine was built from source code or binary

Tools - Jun 8, 2017

Packaged plugins that are added to projects that were made with an Engine built from source code will indicate that the plugin .dll needs to be built. If the plugin was created and packaged using a ...

Uassets names retain their original case even if changed

Tools - Jun 8, 2017

When a uasset is renamed it does not appear to take into account case changes. If the asset is renamed in the editor to the same name with different casing, the asset as seen in the file directory w ...

Object set to simulate via a LevelBp will not be affected by a radial force component

UE - Simulation - Physics - Jun 7, 2017

If the objects are set to simulate physics via the details panel it works fine If the objects are set to simulate physics via a level BP the radial force doesn't work Attached video shows you how to ...