If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game

UE - Anim - Sequencer - Sep 8, 2016

If Visible is off in actor details by default, Visibility track in Sequencer doesn't work in game. It appears to work when you hit play in the Sequencer Editor, but doesn't work in game. ...

LineTraceComponent Does Not Return FaceIndex

UE - Gameplay - Oct 3, 2016

bReturnFaceIndex is not being used in ConvertQueryImpactHit when calling PrimitiveComponent LineTraceComponent. User quote: When calling PrimitiveComponent LineTraceComponent with FCollisionQueryP ...

Moving folder does not bring along maps

UE - Editor - Content Pipeline - Content Browser - Jan 30, 2015

Moving a folder in the content browser does not bring along any maps contained in the folder. FREQUENCY: 3/3 WORKAROUND: Manually move maps ...

Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

UE - Foundation - Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...

Copying/pasting an element in an array of EditInlineNew objects results in a reference to the original element being created instead of a reference to a new copy of that element.

Tools - Aug 20, 2015

When duplicating an element of an array of EditInlineNew UObjects, a reference to the duplicated element is created instead of creating a new UObject that duplicates the initial element's properties ...

File->Open Level does not follow the same procedures as opening a level through the content browser

Tools - Sep 28, 2016

Loading a level through the content browser and File->Open Level do not have the same behavior. ...

FOculusRiftHMD::EnablePositionalTracking() may be missing a call to UpdateHmdCaps()

UE - Platform - XR - Feb 26, 2015

A user reported that the FOculusRiftHMD::EnablePositionalTracking() function is missing a call to UpdateHmdCaps() so that the status of the HMD is correctly updated. The user's suggestion for this ...

DeprojectScreenPositionToWorld has inaccurate behavior in VR

UE - Platform - XR - May 6, 2015

Calling DeprojectScreenPositionToWorld while in VR mode does not project from the center of the Oculus view. Using the results of the call with a line trace will show the line coming off center fro ...

SetGamePaused documentation does not match functionality

UE - Gameplay - Jul 6, 2016

SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpa ...

Alembic import causing a crash

UE - Gameplay - Sep 2, 2016

Importing this test asset will cause the editor to crash when using any of the Alembic Import options. I did notice that the source test asset does have 6750 frames but when going through the impo ...