Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units of the point of possession

UE - Networking - Oct 20, 2015

Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...

Basing a character on a skeletal mesh does not work with sockets, only bones

UE - Gameplay - Player Movement - Oct 21, 2015

SetBase() only works with bone names, but would like it to work with sockets. ...

GameMode::AddInactivePlayer memory leak

UE - Gameplay - Oct 28, 2015

AddInactivePlayer does a couple .RemoveAt() calls, should probably destroy the actors when that happens as well. ...

Specifying a custom UMovementComponent class via SetDefaultSubobjectClass() does not seem to serialize default value edits correctly on the CDO.

UE - Foundation - Core - Oct 28, 2015

Possibly some sort of issue related to SetDefaultSubobjectClass() rather than UMovementComponent specifically. I was able to reproduce in 4.10 release branch and in //UE4/Main with the test project ...

Uninitialized navmesh actor is created when loading a map without one

UE - AI - Oct 28, 2015

Static navmesh shouldn't be auto created in game world. Can be only loaded in with level. ...

Navigation System leaks memory when dynamic navmesh is used

UE - AI - Nov 5, 2015

I was able to repro it locally with any project configured for runtime navmesh generation. Loading an empty and navigation-populated maps in turns results in constant increase in navigation memory c ...

Landscape editor doesn't find layers in material functions

UE - LD & Modeling - Terrain - Landscape - Nov 17, 2015

Comments from Jack: >LandscapeMaterialsParameterValuesGetter calls GetAllParameterNames<> which does handle functiions >ALandscapeProxy::GetLayersFromMaterial should use GetAllParameterNames<> ins ...

Save Package Dialog scrolling is slow.

Tools - Nov 30, 2015

A licencee reports slow scrolling in the Save Content dialog when working with hundreds of items marked as dirty. From profiling it appears that PackageTools::GetObjectsInPackages is the main offen ...

Change background color/tooltip of behavior tree's root level decorators

UE - AI - Dec 1, 2015

Users find it confusing when they add decorators on root composite and none of those decorators work. We need to keep them for subtree feature though. And it can result in root-note decorators not ...

Skybox returns Overlapping UV error after building lighting

UE - Graphics Features - Dec 1, 2015

After bringing the BP_LightStudio into a level and building light an error message is given. The error message says that the Skybox's UV's are overlapping. ...