"r.SetRes 1920x1080f" fails to set fullscreen mode when executed through blueprint node

UE - Graphics Features - Jan 19, 2016

Executing the r.SetRes _x_f command fails to set fullscreen mode when executed through blueprint node. The issue occurs when executing the command through level blueprint and an actor blueprint plac ...

-precompile crashes UBT in a user non-friendly way on Linux

UE - Platform - Linux - Jan 26, 2016

"-precompile" is used to precompile the engine into static libs (primarily for Rocket). According to BenM, recently modules have been made to opt-out rather than opt-in for this feature (because the ...

OnDestroyed event does fire off when using a reference variable to another actor that was applied at runtime

UE - Gameplay - Blueprint - Sep 25, 2015

An actor has a print string that fires off when an actor that it has a reference to is destroyed. This works fine if the actor is in the scene before the game starts. However, if the referenced acto ...

The drop shadows for text lags behind the actual text when moving in UMG

UE - Editor - UI Systems - Sep 18, 2015

When Text in umg is moving the drop show for that text lags behind the text itself. This can cause a flickering effect. ...

Set Content for Slot does not override the current value that is in a named slot widget

UE - Editor - UI Systems - Sep 17, 2015

The function Set Content for Slot does not appear to be overriding the old value when trying to set a new value for the named slot. The user has to pass in a null value before the function will set ...

NavMesh does not update properly when "Can Ever Affect Navigation" is toggled (For Static Meshes)

UE - AI - Sep 15, 2015

This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...

Deleting console key does not persist

UE - Foundation - Core - Oct 23, 2014

When I go to the Input section of the Project Settings and change the key that the console is mapped to, when I restart the editor, there are now 2 bindings to the console. The default ~ mapping as ...

Attaching a camera actor component that is the child of a spring arm component to a new skeletal mesh's socket will cause a crash on the server

UE - Gameplay - Sep 11, 2015

A User is Spawning an actor, taking the skeletal mesh from it and is attaching a camera from another actor to a socket that is owned by the spawned mesh. This only happens if the camera that is move ...

Mesh blueprint has incorrect Scaling in viewport when added as a child blueprint component

UE - Gameplay - Sep 9, 2015

If the user converts two static meshes in the level to blueprints, makes them movable, and then adds one to the other as a child blueprint component then the child component will scale incorrectly i ...

Signing Key not found when certificate is in System Keychains

UE - Platform - Mobile - Oct 22, 2014

User reported being unable to push to devices from mac if they have their Certificates in the System Keychain rather than Local ...