Shadows remain visible for Procedural Foliage Instances that are culled out

UE - World Creation - Worldbuilding Tools - Foliage - Aug 20, 2016

Watching GIF displayed in test case, the shadows disappear with the meshes. ...

Cine Camera Actor as Component within Blueprints missing Lookat Tracking Options

UE - Anim - Sequencer - Aug 17, 2016

Using a Cine Camera actor as a component in blueprints does not expose the Lookat Tracking settings. If you simply place a Cine Camera actor within your scene taken from the 'Modes' tab, you will s ...

[VR] Camera attached to non-root scene component in BP will sink into floor after Reset to Floor Origin

UE - Platform - XR - Aug 12, 2016

When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...

Blueprint Profiler's "Filter to Graph" option does not filter to the current graph

UE - Gameplay - Blueprint - Aug 11, 2016

The Blueprint Profiler's "Filter to Graph" option does not filter the nodes for additional graphs or function/macro graphs. The only time the option appears to filter properly is when looking at the ...

Expose on Spawn Variables disappear after connecting promoted Class Variable on SpawnActor from Class node

UE - Gameplay - Blueprint - Aug 10, 2016

The 'Expose on Spawn' inputs when calling the SpawnActor from Class node disappear if you promote the Actor Class to a variable. You would think that as long as the promoted variable is referencin ...

Exiting SteamVR while vr-previewing causes editor to stop rendering correctly

UE - Platform - XR - Aug 5, 2016

see webm video below ...

Creating and loading 1001+ instances of level crashes editor

UE - Editor - UI Systems - Localization - Aug 2, 2016

Creating and loading 1001+ instances of level crashes editor. Frequency: 4/4 Crashreporter: [Link Removed] Regression (yes) issue (does not) occur in 4.11.2 Notes While not reproduced internall ...

Physical Material Returns Default on hit detection

UE - Gameplay - Player Movement - Jul 27, 2016

Phsyical Material returns Default on hit detection even if additional surface types are provided in project settings. This removes the purpose for the physical material or any benefits it could prov ...

Using TMap Contains( ) with automated unit testing can result in a false return, when the element of the TMap exists.

UE - Automation Test - Jul 27, 2016

If a user relies on the automation unit testing, they can get a incorrect result when using TMap because Contains( ) doesn't always return the correct result. ...

Unable to set value of actor reference in blueprint defaults

UE - Gameplay - Blueprint - Jul 20, 2016

When an actor reference is added to a blueprint, the value of the variable cannot be set in the blueprints details panel. For a code based reference variable, the dropdown to set the value is avail ...