Event ActorBeginOverlap no longer responds once packaged

UE - Foundation - Core - Cooker - Aug 4, 2015

When a project is packaged and has the 'event actoronbegin' within a blueprint, the 'event actoronbegin' no longer responds. It does respond within the Editor though. Packaged Project: [Link Remove ...

Min and Max Values in Cascade Distributions are inconsistent in order

UE - Graphics Features - Aug 4, 2015

Licensee is reporting that the Min and Max Values for Cascade Distributions are not consistently placed. For example, Distribution Float UNiform is Min then Max while Vector Uniform is Max then Min ...

Activating physics on a component will break movement for the component

UE - Gameplay - Aug 4, 2015

Setting simulate physics for a component of an actor will cause that component to not react when the actor root is updated. ...

Static meshes aren't outlined when selected in Preview Rendering HTML5

UE - Platform - Mobile - Aug 3, 2015

When previewing Mobile rendering in the viewport, the outline around static meshes isn't rendered. This does not occur with BSP. ...

Implementing an interface in a blueprint does not show interface functions until interface is opened and compiled

UE - Gameplay - Blueprint - Aug 3, 2015

If an interface is implemented within a blueprint, the initial function in the blueprint interface cannot be called in the actor. The function will be populated after compiling the blueprint interfa ...

DBuffer Decals render on top of HISM

UE - Graphics Features - Aug 3, 2015

DBuffer Decals are rendering on top of Hierarchical Instanced Static Meshes despite being placed in the world behind the meshes. Also Reproduced in Main CL-2646357 and Releases 4.9 CL-2641818 [Ima ...

Typo in description of SkySphere Horizon Falloff

Docs - Samples - Aug 3, 2015

The description for Horizon Falloff is misspelled, it says 'Horitzon' instead of 'Horizon'. Edit MattK: This is a content issue because this is a blueprint data variable. ...

The "IsHeadMountedDisplayEnabled" node always returns true if an oculus was detected when the project is opened

UE - Platform - XR - Aug 3, 2015

If the user has the oculus plugged in and turned on when they start up their project the "Is Head Mounted Display Enabled" node will always return true in PIE, even if the oculus is turned off. ...

Custom Enums break blueprints on hot reload

UE - Gameplay - Blueprint - Aug 3, 2015

If a custom code based enum is used inside a blueprint, doing a hot reload will break the nodes by assuming they are of a type other than enum. ...

Adding a node or variable to a component referenced by another actor crashes editor

UE - Gameplay - Blueprint - Aug 3, 2015

If compile is pressed after adding a variable or node to a blueprint component that has a variable referenced within another blueprint actor, the editor immediately crashes. Frequency: 1/1 Crashr ...