Memory leak in World Settings Window

Tools - Jan 20, 2016

When the world settings window has been opened but is not visible, the destructor for FLightmapCustomNodeBuilder is never called to remove the editor delegates. Opening a large number of maps has be ...

UMG Size to Content issue

UE - Editor - UI Systems - Jan 20, 2016

TextBox(Multi-line) or EditableText(multi-line) in UMG blinks when it meets certain condition in editor. The condition is Both Size to content option for TextBox(Multi-line) or EditableText(multi-l ...

When using simple HMD plugin on mobile the camera can get stuck at 45 -90 angle even though the device it back in it's original position

UE - Platform - XR - Jan 19, 2016

If the user uses the simple HMD plug in, then launches on to a device and then follow up by spinning the device a few time the camera will become offset at an odd angle (Reset orientation and positi ...

AutoReceiveInput get incorrect controller on the Listen server at SeamlessTravel

AutoReceiveInput get incorrect controller (previous controller on previous level) on the Listen server at SeamlessTravel. In the process of SeamlessTravel, player controller is changed for new leve ...

Asset produces error "Failed import for object property" upon loading editor

UE - Gameplay - Blueprint - Jan 18, 2016

Filepath for asset referenced in Gamemode blueprint produces error: /Game/ACustom/Code/cBP_Gamemode: Failed import for ObjectProperty /Game/ACustom/HUD/Game_UI.Game_UI_C:STMSG Fix up redirectors ...

Windowed Fullscreen causes Lighting Variations in Rendered Envrionment

UE - Graphics Features - Jan 18, 2016

When a scene is light with a single Stationary Directional Light and a Single Stationary Skylight and packaged to use Windowed Fullscreen, there is a difference in how the scene is rendered compared ...

Components added through blueprints behave differently than components added in the level

UE - Gameplay - Blueprint - Jan 18, 2016

Adding a component directly to a blueprint does not behave the same as a component added directly to a class/BP instance. Example: Calling AddRelativeRotation() on a mesh that is added directly to ...

When calling Events in Blueprints recursive, the parameter of the Event appears to be incorrect after returning the recursion

UE - Gameplay - Blueprint - Jan 15, 2016

In the image that is attached the print string should only print out once but it instead prints out twice. ...

Cannot Add Torque to Skeletal Mesh

UE - Gameplay - Jan 15, 2016

When attempting to apply torque to a ragdolled skeletal mesh, nothing happens, regardless of the value used. Applying an impulse works as expected, but adding torque seems to have no effect. Found ...

Code delegates duplicate function calls when owning actor is duplicated in the editor

UE - Foundation - Core - Jan 15, 2016

If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...