Packaging for Linux in a binary build should be disabled when not supported

UE - Platform - Linux - Jan 5, 2015

According to the user, if you install Linux toolchain, the binary build will allow you to package for it, and will not handle the failure gracefully ( https://forums.unrealengine.com/showthread.php? ...

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision

UE - Simulation - Physics - Jul 7, 2015

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...

T_Cobblestone_Rough_N has incorrect Compression Settings

Docs - Samples - Mar 5, 2015

T_Cobblestone_Rough_N is incorrectly set to TC_Default not TC_NormalMap ...

Spawn Emitter At Location is not available in an Object Blueprint

UE - Gameplay - Blueprint - Feb 4, 2015

Spawn Emitter At Location is no longer an available node in an Object Blueprint. It was available in 4.6.1 but is not in 4.7 or 4.8. Spawn Emitter Attached is still available in an Object BP. Teste ...

Migrating a Material Instance pulls along its preview mesh and all associated materials and textures

UE - Rendering Architecture - Materials - Sep 14, 2015

A licensee has complained that if you assign a preview mesh to a Material Instance, it becomes a referenced asset, so migrating that MatInst will also migrate that mesh and whatever material is assi ...

UnrealMatch3 backgrounds not scaling correctly

Docs - Samples - Aug 4, 2016

The backgrounds for the interactive buttons have seemingly scaled down in the 4.13 engine version. The button icon themselves seem to have been unaffected. Screenshot comparisons included ...

FBX objects with "ncl1" suffix conflict with "Combine Meshes" disabled

Tools - Aug 23, 2016

FBX objects with "ncl1" suffix conflict with "Combine Meshes" disabled I've found that you can name objects with identical names(For example, "Test") in 3DS Max or Maya (they must be under differe ...

NavMesh movement sweep behavior should not be based on bGenerateOverlaps

UE - Gameplay - Player Movement - Sep 28, 2016

A separate new flag should be used to control the sweep behavior of characters using Nav Walking behavior in CharacterMovementComponent. Existing assets should upgrade to set the value of this new f ...

Sequencer losing bindings when undoing assign actor action

UE - Anim - Sequencer - Nov 9, 2016

Noticing that when I undo assigning an actor it no longer plays back the previously assigned actor. ...

Text gets cut off in the Message Log

Tools - Aug 3, 2015

Long messages/errors cannot be read in the Message Log because there is no text wrap and no horizontal scroll bar to access the remainder of the message. Edit MattK: Needs word wrap imo. ...