Allow painting foliage on Static Meshes that have collision disabled

UE - World Creation - Worldbuilding Tools - Foliage - Jan 24, 2017

Licensee has a game that doesn't use collision, but they want to paint foliage on environmental meshes. Currently, if you set a mesh's Collision Preset to "No Collision", you are no longer able to ...

Background blur does appear to allow transparency when used in a widget component

UE - Editor - UI Systems - Jan 23, 2017

Background blur does appear to allow transparency when used in a widget component ...

Compiling a project while any editor process is open triggers a hot reload

UE - Foundation - Cpp Tools - Hot Reload - Jan 20, 2017

If you attempt to compile a project while an editor process is running, even if it is of another project entirely, it will hot reload the project instead of doing a normal compile. This can create i ...

(global distance field not available in shadow pass) Lighting Artifacts Appear When Using Distance To Nearest Surface With World Position Offset

UE - Graphics Features - Jan 20, 2017

When using "distance to nearest surface" node with WPO there are cases where the engine will shade the object incorrect. The attached project reproduces one of these scenarios. It appears as though ...

Tessellation doesn't render in certain levels of ContentExamples with Intel4600

UE - Graphics Features - Jan 20, 2017

Tessellation will not be rendered in the examples inside of the Material_Nodes and Material_Properties levels of Content Examples. ...

BP - Editing defaults on a nested subobject of a component inherited from a native parent class won't preserve those defaults when the BP is instanced.

UE - Gameplay - Components - Jan 19, 2017

I think the issue is that in GetInstancedSubobject() (CoreNative.cpp), the following bit of code is not considering that the instanced subobject might be outered to another instanced subobject withi ...

Inconsistent results when creating a Blueprint from a custom User Widget code class

UE - Editor - UI Systems - Jan 19, 2017

Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...

Mouse control is not obtained when clicking on a game's title bar from another app

Tools - Jan 18, 2017

A licensee has reported that gaining focus of a UE4 game window by clicking the window's title bar results in the game only receiving keyboard input and no mouse input until you also click in the ga ...

Asset Picker does not always close after a selection in made

Tools - Jan 18, 2017

Asset Picker does not always close after a selection in made. If the asset picker were to open a tab that is part of the main window, the asset picker remains on screen ...

Ice Giant renders black in OpenGL4

UE - Rendering Architecture - RHI - Jan 18, 2017

You can also observe this by setting the additional launch paramets for PIE - Standalone game to "-opengl4" and PIE in that mode. ...