Passing -Zm98 command argument with UnrealVS prevents project from loading

UE - Foundation - Cpp Tools - UnrealBuildTool - Jul 18, 2016

When the argument -Zm98 is passed as a build argument in Visual Studio, the project will hang on open at 72% and must be closed via the task manager. The project continues to hang at the same spot ...

Crash when placing a widget into a nested name slot that has been added via the user created section

UE - Editor - UI Systems - Jul 28, 2016

Crash when placing a widget into a nested name slot of another name slot. This occurs if this widget is then added to another widget and both the parent name slot and the child name slot receive chi ...

Custom Depth as Mask in High Resolution Screenshot Tool saving Boolean Value

Tools - Jul 28, 2016

Closing and re-opening a project that had the 'Use Custom Depth as Mask' option checked within the High Resolution Screenshot Tool, will cause the boolean value to be unchecked and the viewport to r ...

RadialForceComponent ignores collision of Object Type set in Collision Presets if component is initialized in C++

UE - Gameplay - Jul 28, 2016

When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...

Camera jitter when using Crane Rig with Look At

UE - Anim - Sequencer - Jul 21, 2016

Camera jitter when using Crane Rig with a Cine Camera that is using the Look At Functionality ...

"Directions are not compatible" when using Blueprint node with meta = ( ExpandEnumAsExecs = "Branches" ) in only Animation Blueprint.

UE - Gameplay - Jul 28, 2016

When using a custom Blueprint node with the meta tag, "ExpandEnumAsExects" Animation Blueprints get "Directions are not compatible" while other Blueprint classes are able to compile the same node. ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Component reference broken in sequencer when component is renamed

UE - Anim - Sequencer - Jul 29, 2016

Component reference broken in sequencer when component is renamed ...

Lighting build isn't saved when using -run=resavepackages and -buildlighting

UE - Foundation - Core - Jul 29, 2016

Lighting build isn't saved when using -run=resavepackages and -buildlighting ...

BP successfully compiles, but compile sign remains "dirty" after adding a "Key Get Display Name" node to the character Blueprint

UE - Gameplay - Blueprint - Aug 2, 2016

If the use adds a "Key Get Display Name" node to their character blueprint, the compile button will not update to the green check mark. It continues to show the Orange box with the question mark (as ...