Handle fracturing a destructible mesh when the source mesh has been deleted without a crash.

UE - Simulation - Physics - Destruction - Jul 13, 2015

When attempting to fracture a destructible where the source static mesh has been deleted we get a crash in APEX. APEX can't seem to find any root leaf nodes to begin fracturing upon. This does not ...

Non-blueprint ed graphs need to clean up their deprecated pins

UE - Gameplay - Blueprint - Aug 3, 2016

Old UEdGraphPins are not being removed from non-blueprint assets. ...

PIE Exits and Error Appears When Attempting to Travel to New Map

UE - Gameplay - Aug 19, 2016

When attempting to use an overlap event followed by an open level node, PIE will exit and errors will appear in the message log. ...

Crash when double clicking a level in Content Browser to open it

UE - Editor - Workflow Systems - Apr 19, 2016

Skeletal Mesh Has Flickering Artifacts On Mac

UE - Graphics Features - Oct 26, 2016

White artifacts appear when you have a stationary directional light in your scene with default settings that is casting a shadow, and a skeletal mesh is in that shadow after baking lighting. You wi ...

Significant frame drop while blueprint nodes are being rendered on other monitor.

UE - Editor - UI Systems - Slate - Oct 21, 2016

The nodes in the blueprint editor require a lot of resources to render, causing framerate issues whenever they're being shown. The more that are shown, the worse the framerate issues. While a framer ...

Landscape Layer blend node inconsistency

UE - LD & Modeling - Terrain - Landscape - Mar 24, 2015

When the landscape has no textures the landscape layer blend material node will render as the first layer. When painting only holes onto the landscape, the landscape will have a layer texture but st ...

Update Instance Transform is not working

UE - Graphics Features - Jun 16, 2015

When a blueprint calls for 'update instance transform' the scaling and location value doesn't actually work. ...

The IOS Third Party library Bolts has an incorrect file name in its Build.cs file

UE - Platform - Mobile - Dec 11, 2015

The Bolts library is not correctly linked in its Build.cs file. The Build.cs file contains the following line with an incorrect file name: PublicAdditionalShadowFiles.Add(LibDir + "/Bolts.a"); The ...

Out of date info and typo in comments for DDC in BaseEngine.ini

UE - Foundation - Core - Jan 25, 2017

In BaseEngine.ini,Comment says "DerivedDataBackendGraph is the default graph" - this information needs to be updated to mention that launcher installs of the engine would use "InstalledDerivedDataB ...