Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona

OLD - Anim - Dec 23, 2016

REGRESSION No. When a skeleton has multiple skel meshes assigned to it, if the user creates a animation asset (animation blueprint, composite, montage) by right-clicking the skeletal mesh and selec ...

Crash when toggling between Stereo on and Stereo off

UE - Platform - XR - Dec 22, 2016

Crash when toggling between Stereo on and Stereo off after launching the game via right clicking the uproject. After toggling stereo on and off a few times, the session crahes ...

Alembic Geometry Cache is corrupted on reopening of project leading to crash

UE - Foundation - Core - Dec 20, 2016

Alembic Geometry Cache crash when re-opening the project and a map that contains this asset or adding it to any existing/new levels will instantly crash the editor. This asset works correctly in the ...

Retargeted Child AnimBP doesn't play any animations

OLD - Anim - Dec 19, 2016

Retargeted Child AnimBP doesn't play any animations ...

Behavior Tree Visualizer Runs Sequence Tasks in Parallel

UE - AI - Dec 19, 2016

Tasks in the behavior tree are visually represented as running parallel to one another instead of sequentially when looking at the behavior tree visualizer. This does not seem to have an effect on f ...

Localization code incorrectly retrieves ManifestName rather than AcrhiveName

UE - Editor - UI Systems - Localization - Dec 19, 2016

In FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig() lines 216-222 are meant to get the Archive Name. However line 218 appears to be a copy of line 210 and is set to Mani ...

Foliage LODs do not appear to use the base LODs lightmap any longer

UE - World Creation - Worldbuilding Tools - Foliage - Dec 16, 2016

LODs used with the Foliage Tool are no longer being shadowed accordingly with their baked lighting from their base LOD. Originally they would stay consistently lit, where as now the lower LOD transi ...

An InstancedStaticMesh component set to Stationary doesn't register overlaps

UE - Simulation - Physics - Dec 16, 2016

An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...

Using save all after moving a newly created asset to another folder will cause the asset to also exist in its original location

Tools - Dec 16, 2016

When you move an asset that has been freshly created and not yet saved, it will leave behind information that will get saved by Save All. This saved data isn't visible in the editor but is present i ...

Multiple overlapping reflection captures cause graphical artifact on Mac

UE - Graphics Features - Dec 16, 2016

There are tiled artifacts that appear on Mac Sierra when reflection captures overlap. Tested with Asset #3595 MacOS Sierra Version: 10.12.1 NVIDIA GeForce GT 750M Driver: 367.15.10.05f01 ...