Viewport Gets HMD Control Not Working with Vive

UE - Platform - XR - May 5, 2016

When using the Viewport Gets HMD Control option in the Editor Preferences, the Vive does not seem to be able to control the viewport camera, which is what would be expected. ...

Cannot Create a New Project if Windows Username Contains a Special Character

Tools - Oct 26, 2015

If you have a windows username with a special character (in this case, it was ^), the launcher will not allow you to create a new project, and a warning appears indicating that the path cannot conta ...

Dialog Subtitles randomly Disappear or Display out of Sync

UE - Audio - Sep 8, 2016

Dialog Subtitles display out of order or disappear when called to the screen. The users reporting the issue believe this could be due to the priority of the Sound Waves conflicting with one another ...

Projectiles do not register collision components if collision component is not set to root

UE - Gameplay - Dec 9, 2015

Projectiles do not register collision components if collision is not set as the root of the actor in the components pane. ...

Set World Scale 3D on Attached Actor Allows Character to Jump Through Collision

UE - Gameplay - Jun 6, 2016

The collision of the cube static mesh is not blocking the character after Setting World Scale 3D while it is attached to another actor using the AttachToActor node. ...

"Enable Texture Streaming" in Render Movie Settings doesn't seem to work

UE - Anim - Sequencer - May 18, 2016

"Enable Texture Streaming" in Render Movie Settings doesn't Enable/Disable Texture Streaming ...

Editor fails to create WebSocketNetDriver class

UE - Networking - Apr 28, 2015

When the Experimental HTML5 Networking Plugin is enable in the editor it allows for C++ classes with the WebSocketNetDriver parent to be created. Creating a C++ class of this type fails in the edit ...

"Asterisk" is misspelled as "Asterix" in a Blueprint Node

UE - Gameplay - Blueprint - Sep 29, 2015

"Asterisk" is misspelled as "Asterix" in a Blueprint Node ...

In Animgraph, Custom Blend Logic set to "Delayed Freeze" causes duplicate "Frames to Cache" field

OLD - Anim - Jan 27, 2015

In the Animgraph of an AnimBlueprint, Using Custom Blend Logic results in the "Frames to Cache Pose" field being duplicated if "Delayed Freeze" is selected. However, if "Standard" or "Freeze" is s ...

Particle Ribbon's do not work in packaged game

UE - Graphics Features - Apr 5, 2016

When a particle system has a ribbon trail it will not render when viewed in a packaged game. Attached sample asset from Content Examples with Ribbon Trail. This issue did not occur in 4.10.4, bu ...