AI Acceptance Radius Still Used on Partial Path

UE - AI - Aug 24, 2016

When using a partial path, the AI Character is still taking the acceptance radius into account. ...

Crash retargetting AnimBP with "Allow remapping to existing assets" enabled

OLD - Anim - Aug 24, 2016

4.12 version of the crash: [Link Removed] Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] Array index out of bounds: 1 from an array of size 0 Sourc ...

Creating blueprint based on landscape crashes editor

UE - LD & Modeling - Terrain - Landscape - Aug 24, 2016

If a blueprint is created from a landscape object, the editor will crash. Frequency: 5/5 ...

Screen Space Reflection has dark artifacts at low view angles

UE - Graphics Features - Aug 23, 2016

When looking at a large flat surfaces at very sharp angles dark banding will occur at the horizon. This also occurs in 4.14 CL 3091931 Note : I've attached a 4.12.5 version of the project (SSR412) ...

Match3 crashes on device after locking and unlocking the screen on iOS

Tools - Aug 23, 2016

Aug 23 15:25:15 A6240 UnrealMatch3[987] <Warning>: Assertion failed: CommandEncoder.IsRenderPassDescriptorValid() [Link Removed] [Line: 700] Match3 does not resume after locking and unlocking the s ...

Can only render Matinee movies with Separate Process

Tools - Aug 23, 2016

Can only render Matinee movies with Separate Process. ...

Particle Collision(Scene Depth) does not work when inside a Planar Reflection Bounding Box

UE - Graphics Features - Aug 23, 2016

Whenever a particle system utilizing GPU sprites with collision is enveloped within a planar reflection bounding box, the collision stops working. ...

Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints

UE - Gameplay - Blueprint Runtime - Aug 23, 2016

Packaged project crashes when playing sound from blueprint library with enum input after nativizing blueprints. Frequency: 5/5 Notes If nativize blueprints is turned off, the packaged project wor ...

FSkeletalMeshMerge::CalculateLodCount calculates minimum LODs improperly

UE - Gameplay - Aug 23, 2016

CalculateLodCount tries to bound the output LOD count as at least one (count >= 1), but actually bounds it as no more than 1 (count <= 1). Just need to change a FMath::Min to FMath::Max. ...