GPU Particle Collision causes shaking when set to bounce with low resilience.

UE - Niagara - Jul 27, 2016

A particle emitter with GPU sprites on certain settings will shake violently as they collide with the ground. This requires there to be a strong Const Acceleration module and Collision with low resi ...

Camera Anim does not register being saved.

UE - Anim - Sequencer - Feb 9, 2016

When a Camera Anim asset is saved/closed, the content added before saving is not retained when reopening the asset causing it to be empty each time it is opened. ...

Skeletal Mesh Imported Normals do not update correctly

UE - Graphics Features - Feb 12, 2016

When importing a skeletal mesh there is an issue where the normals of the face do not update with the faces of the inside of the book as it opens. This can cause a noticeable shadow issue, which cou ...

Using TMap Contains( ) with automated unit testing can result in a false return, when the element of the TMap exists.

UE - Automation Test - Jul 27, 2016

If a user relies on the automation unit testing, they can get a incorrect result when using TMap because Contains( ) doesn't always return the correct result. ...

Using r.RenderTargetPool.Events in debug configurations causes breakpoint in VS

UE - Graphics Features - Mar 3, 2016

Building a project in a debug configuration and then running through VS debugger will trigger a breakpoint if the console command 'r.RenderTargetPool.Events' is used. ...

Crash When Raycasting Against Mesh With Multiple Materials

UE - Simulation - Physics - Feb 26, 2016

When using a raycast trace against a blueprint that has a child component with multiple materials will cause the editor to crash after a few times. This will not be an instant crash, but requires th ...

Spawning Component with Exposed on Spawn Variables Returns Incorrect Owner

UE - Gameplay - Components - Jan 12, 2016

Attempting to get the owner of an Actor Component that contains an exposed variable will return the Spawner blueprint's display name instead of the Spawned Actor it is added to. Found in 4.10.2 bin ...

Collision Preset Cannot Be Changed On an Actor Containing a Scaled Root Component

UE - Gameplay - Jan 15, 2016

In an actor that contains a scaled root component, it is not possible to change the collision presets on an instance of that actor if you are using the Viewport's Details panel. However, in the blue ...

Instanced subobjects are not always instantiated as expected.

UE - Gameplay - Blueprint - Aug 13, 2015

Instantiation of subobjects does not behave as expected when using the DefaultToInstanced UCLASS specifier. The licensee that reported the issue provided a sample project with some ensures added whe ...