FLinearColor ignores Blue in slate code

UE - Editor - UI Systems - Slate - Jan 17, 2017

When FLinearColor is used inside slate code, the third vector value is ignored. This causes FLinearColor(1,1,1) to produce the same color as FLinearColor(1,1,0). This also causes FLinearColor::Blu ...

Copy/Paste a data asset fields cause the fields to affect each other

Tools - Jul 7, 2016

When an element of a data asset is copied into another field, the two fields become "linked" and further edits to one field begin to affect the other. ...

Emissive Materials Change Colors Unexpectedly With Increased Values

UE - Graphics Features - Jan 24, 2017

When multiplying vector 3 (R,G,B) values by a scalar value of increasing quantity the emissive output will begin to change colors. The most unexpected is the blue color that will turn purple while t ...

SpeedTree Material No Longer Compiles With Texture Coordinate Node In BaseColor

UE - Graphics Features - Jan 25, 2017

If you open a material with the speedtree node plugged into WPO and then use a texture coordinate(index of 2) in base color the material will no longer compile properly. The full error is "Error [ ...

Typo in Material Editor Tooltip

UE - Rendering Architecture - Materials - Jan 26, 2017

There is a small typo typo in the Material editor. For the tool tip for the apply button, it says, "it's" when it should be "its." (See attached image.) ...

STARTMOVIECAPTURE no longer works in a single player game

UE - Anim - Sequencer - Jan 27, 2017

STARTMOVIECAPTURE no longer works in a single player game [Link Removed] looked into the code and found that it's in the EditorServer code. We tried it with two players and then it appears to work ...

Crash when Previewing specific LODs within Static Mesh Editor at certain Screen Resolutions

Tools - Oct 27, 2016

A crash occurs when attempting to preview specific LODs when the monitor resolution forces the menu to be expanded when selecting an LOD. This Jira was created from CrashReports submitted by the pu ...

Bad references for Lighting Scenarios when moving Levels and Map Build Data Registry to different Folder

Tools - Feb 2, 2017

When moving Lighting Scenario Levels and their associated Map Build Data Registry to a new folder within the Content Browser, the references within the Levels tab are updated as [MapName_BuiltData]. ...

Modulated Self Shadowing can not be disabled for Static Meshes

UE - Platform - Mobile - Feb 6, 2017

Modulated Self Shadow is only ever disabled and enabled for Skeletal Meshes and does not have any effect on Static Meshes. You can use the command r.Shadow.EnableModulatedSelfShadow 1 to enable self ...

Runtime memory leak with imported FBXs

Tools - Feb 6, 2017

When a certain kind of mesh is loaded/unloaded at runtime from transitioning levels, the amount of unfreed memory of the game will steadily increase. There is some natural fluctuation of memory but ...