The fill option for the horizontal alignment becomes inconsistent when changing scale of a user created widget that contains a text block wrapped in a size box

UE - Editor - UI Systems - Jun 23, 2015

The smaller the scale box is the more to the right a text block from the user created widget will get. In this example the User created a text block that was inside of a size box. They they added th ...

Enabling "Use mouse for touch" causing the drag and drop function to only work every other click in the editor

UE - Editor - UI Systems - Jun 24, 2015

After enabling the "Use Mouse for touch" option in project settings the drag and drop function only working every other time, when clicking and dragging. This only happens in the editor ...

Clicking and dragging on a Widget component of an actor that spawns a copy and deletes it's self can cause a crash

UE - Editor - UI Systems - Jun 24, 2015

When a widget component is clicked and dragged upon rapidly and that widget creates a copy of it's self and destroys the previous version it can cause a crash. ...

Screen goes black for the oculus rift when changing the Screen percentage on an AMD 200 Series graphics card

UE - Platform - XR - Jun 24, 2015

When setting the mirror mode and the screen percentage the screen on the oculus rift will go black if you are using an AMD 200 series card. ...

Moving Child Object in Local Space Causes Flickering

Tools - Jun 30, 2016

When moving an object in the viewport that is parented to another object with a scale of -1,1,1, the child object will flicker. This is a regression, this did not occur in the 4.11.2 binary release ...

UPrimitiveComponent mouse events when underneath Slate widgets not correct

UE - Editor - UI Systems - Slate - Jan 7, 2016

Licensee is adding a widget to the viewport overlay via AddViewportWidgetContent(). The widget receives mouse input when hovered. They return unhandled from all their widget's onmouse functions and ...

Oculus Audio SDK has reverse z-coordinate

UE - Audio - Jan 16, 2016

Despite the usage of the same ToOVRVector as GearVR, the coordinate transformation from UE4 coordinates to Oculus coordinates appears to have the z-axis reversed. This results in sounds being slight ...

Memory leak in World Settings Window

Tools - Jan 20, 2016

When the world settings window has been opened but is not visible, the destructor for FLightmapCustomNodeBuilder is never called to remove the editor delegates. Opening a large number of maps has be ...

Circular dependency causes a component to become null when compiling a subclass

UE - Gameplay - Blueprint - Jun 25, 2015

In a project with circular dependencies, components belonging to a native base-class are nulled when a blueprint sub-class is compiled. ...

Reset To Default button creation in customizations too manual?

Tools - Jan 21, 2016

Reset To Default button creation in customizations too manual? Sounds like there might be a lot of duplicated code creating reset buttons that should all called a single helper to make them identic ...