LIVE: LANDSCAPE: Lock Movement feature does not save state after re-opening editor

UE - LD & Modeling - Terrain - Landscape - Oct 16, 2014

Lock movement state on landscape does not save state on reloading editor. ...

'Show Only Selected' Option Hides Selected Group Actors

Tools - Dec 16, 2014

When attempting to isolate selected actors using the 'Show Only Selected' visibility option, grouped actors under this command will disappear and leave green spherical bounding wireframes indicating ...

It is possible to rename a Function Output the same as a Local Variable, which causes a compile error

UE - Gameplay - Blueprint - Apr 15, 2015

It is possible to rename a Function Output the same as a Local Variable, which causes a compile error: Error Internal Compiler Error: Tried to create a property TestVar in scope NewFunction_0, but ...

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 ...

Planar Reflections do not appear to cull based on the view frustum

UE - Graphics Features - Oct 27, 2016

View Frustum and Occlusion culling do not appear to work for Planar Reflections though the stats in PIE seems to indicate otherwise. I've attached two gifs showing View Frustum and Occlusion chec ...

Numpad keys don't respond to input commands on Linux

UE - Platform - Linux - Aug 31, 2015

Setting any of the numpad keys to an input command does not execute the command on Linux. ...

SceneCapture2D Actor using SceneDepth in R not Working as Expected

UE - Graphics Features - Oct 14, 2016

The new SceneCapture2d feature 'SceneDepth in R' is not rendering the scenes depth in both Perspective and Orthographic projections as expected. The user originally mentioned he was using Orthograp ...

Migrating a blueprint based on a custom class breaks after migration

UE - Gameplay - Blueprint - Sep 21, 2015

When a blueprint that is based on a custom class is migrated from one project to another the references to the original class are held. This means that the blueprint is unusable in the new project, ...

GPU Particle collision Ignores 2D Sprite Collision

UE - Graphics Features - Jan 19, 2016

GPU Particle sprites will collide with a paper 2D assets texture but not the collision box. ...

Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor

UE - Gameplay - Blueprint - Aug 4, 2015

Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor. Reproduced in 4.7.6 binary, 4.9 Release (//depot/UE4 ...