Lengthy Compile Times on Blueprints Containing an Array of Self References When Multiple Instances Exist in the Level

UE - Gameplay - Blueprint - Oct 11, 2016

There are lengthy compile times with a blueprint with 50+ instances in the level that contains an array of self references. On lower-end machines, the compile times are upwards of 10 seconds. Found ...

Event Dispatcher Automatically Targeting Self in Child Blueprint

UE - Gameplay - Blueprint - Oct 10, 2016

When attempting to bind an event in a child blueprint using a variable from the parent blueprint, the target of the assign node is automatically set to self instead of the target variable that you d ...

Sculpting on Edge of Landscapes produces Random results on Mac

UE - LD & Modeling - Terrain - Landscape - Oct 10, 2016

When sculpting on the edges of landscapes, the changes in the landscapes height can be random and inconsistent. The user reporting this issue tested on an iMac 5k with AMD Radeon R9 M395X 4096 MB. ...

Crash when changing resolution size on PlatformerGame on tvOS

Docs - Samples - Oct 10, 2016

Changing the resolution from within the options menu on tvOS causes the app to crash ...

Unable to enter initials in PlatformerGame using the gamepad or AppleTV remote on tvOS

UE - Platform - Mobile - Oct 10, 2016

Unable to enter your initials on platformergame high screen score using a bluetooth gamepad or the AppleTV remote. ...

Mesh Painting sometimes fails to paint the closest face in the hovered area

Tools - Oct 10, 2016

Sometimes it's not catching certain polys as vertex paint targets. Looks like it happens when there's more than one layer of forward facing geometry over the highlighted area, and it just takes the ...

Map Build Data Registry node not visible after building lighting

UE - Graphics Features - Oct 7, 2016

When the user builds lighting on a level, the Map Build Data Registry node is marked dirty, but isn't visible to the user initially. Selecting the filters dropdown, checking and unchecking a filter ...

Structs appears to display incorrectly in behavior tree nodes

UE - AI - Oct 7, 2016

When editing a behavior tree blueprint, if one of the custom nodes created and placed in the behavior tree has an "Editable" variable of a user defined struct type, then the variable's value appears ...

When syncing source control assets through the editor, assets in the content browser disappear if moved before sync process

UE - Editor - Content Pipeline - Content Browser - Oct 6, 2016

When an asset is moved in the editor (from one folder to another) and then submitted to source control, syncing to the folder where the asset was moved to causes it to not appear in the new location ...

Plugin icons will stretch to the size of the description text, warping the icon

UE - Foundation - Cpp Tools - Plugin System - Oct 6, 2016

If a plugin has a long enough description, the plugin icon will warp vertically to match the height of the description. ...