EQS Generators named "NewBlueprint" cause errors and crash

UE - AI - Feb 11, 2015

Naming an EnvQueryGenerator_BlueprintBase derived BP "NewBlueprint" and deleting it causes new custom generators to not appear in the EQS. This can also lead to a crash when searching for the new ge ...

Montage linkable elements lose segment links when changing dependant anim sequences without loading the montage.

OLD - Anim - Apr 27, 2015

If an animation has its length changed, either by changing its play rate or reimporting with a different length - elements in any unloaded montages will end up misplaced. Workaround: Load the monta ...

Shadow Physics Assets drop-down is visible in the Destructible Mesh Editor

UE - Simulation - Physics - Destruction - Aug 10, 2016

The option to assign a Shadow Physics Asset is located in the Destructibles Details panel even though they are only supported for Skeletal Meshes currently. This assigned shadow physics asset cannot ...

Custom Impact Resistance does not work

UE - Simulation - Physics - Destruction - Jul 14, 2015

In the destructible editor, the Custom Impact Resistance flag does not work. After adjusting the Impact Resistance value and then disabling it, user will see the same behavior. ...

Skylights not Updating in Blueprint Viewport

UE - Graphics Features - Sep 26, 2016

When modifying the properties of a Skylight actor as a component within Blueprints, the changes are not reflected in the Blueprint viewport. If you drag the blueprint into an empty scene and modify ...

Morph Target Normals behaving strangely when deforming

UE - Editor - Content Pipeline - Import and Export - Aug 10, 2015

Morph Target Normals not importing as expected when Normals are locked User's morph targets are creating strange normals when the normals are locked in Maya upon export Cannot find suitable workar ...

Splitting rotation pins causes values to swap around

UE - Gameplay - Blueprint - May 27, 2016

When a rotation pin with set values is split into three float pins, the values set for (X,Y,Z) rearrange themselves in the new float pins as (Y,Z,X). ...

Ambient Cubemap Assignment in Post Process Volume does not work with Forward Renderer

UE - Graphics Features - Nov 8, 2016

The Ambient Cubemap assignment in a Post Process Volume doesn't work when using the Forward Renderer. I want to note that Cubemap assignment in the Skylight does work. I checked this just to make s ...