Switching a code project created in a source-built Engine to use the binary Engine results in files being deleted from the binary Engine installation

Tools - Nov 18, 2016

If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...

Static Mesh Sockets are not updated on reimport

UE - Editor - Content Pipeline - Import and Export - Nov 3, 2016

Static Mesh Sockets are not updated on reimport Might be the same as [Link Removed], but decided to open a new report. ...

Converted Skeletal To Static Mesh Gets Corrupted When Merged

UE - Gameplay - Oct 31, 2016

If you attempt to merge a static mesh that was a converted skeletal mesh the resulting asset is corrupted. You have to use the new convert skeletal mesh to static mesh feature. You will find this e ...

Cannot override screenshot hotkey from editor in packaged game

UE - Gameplay - Input - Apr 27, 2016

The F9 hotkey for screenshots cannot be overridden in blueprints. Even removing the hotkey from the Editor Preferences>Keyboard Shortcuts list does not prevent the shortcut from being used in packag ...

Crash when changing a Play Node's "Sequence" to a Montage

OLD - Anim - Jan 20, 2016

I understand that this is not something you're intended to be able to do (Montages aren't used this way), but we should bar the user from inserting a montage into this variable slot. Crash occurs w ...

Crash when using "Convert to Seeded" on a Cascade Module

UE - Graphics Features - May 2, 2016

Crash when using "Convert to Seeded" on a Particle System Cascade module This is a Regression as it does not occur in 4.10 Error message: Assertion failed: *Offset < (uint32)InstancePayloadSize [ ...

Mac OSX Shader compiling crash When Editor Launched from Symlink

UE - Platform - Apple - Nov 10, 2016

When the editor is launched via Symlink on a Mac, the Material Editor will crash when compiling or when building lighting on a level. This does not occur if the editor is launched from an external d ...

Actors spawned at runtime and moving via SetActorLocation do not generate hit events with static objects

UE - Simulation - Physics - Feb 1, 2016

When an actor that is spawned at runtime is moved via SetActorLocation and collides with a static object, no hit events will be fired. If the same static actor begins simulating physics, the dynamic ...

Undo after disconnecting a target pin will cause a series of internal compile errors

UE - Gameplay - Blueprint - Mar 15, 2016

Undo after disconnecting a target pin will cause a series of internal compile errors User Description: I've run into what I think is a bug when attempting to compile a blueprint after mistakenly b ...

[Feature Request] Morph Targets not included when exporting Skeletal Mesh from Engine

Tools - Apr 27, 2016

Comment from David H.: Update on this Jira. I got customers in Cinema field in needs of this feature. Morph Targets not included when exporting Skeletal Mesh from Engine. A use case for this wou ...