LODGroup in Static Mesh not properly set when cancelling confirmation

Tools - Jul 8, 2015

LOD Group is not properly set when changing the setting in the static mesh editor. When the LOD Group is changed and the confirmation of overwrite message is cancelled it will still set the LOD Grou ...

Object Orientation does not allow for Instance calculations when passed through Vertex Shader

UE - Graphics Features - Feb 5, 2016

When placed in a vertex shader portion of a material the Object Position calculates correctly for each instance of a instance static mesh. In the same setup, Object Orientation calculates only the ...

Distance Field AO does not work below a landscape

UE - Graphics Features - Jun 25, 2015

This may be a limitation at the moment, but landscapes will block any AO generated from Distance Fields for anything that is below the landscapes surface. This can cause issues for anyone using a ca ...

Wind affects cloth in scene when there is no Wind Directional Source actor placed

UE - Simulation - Physics - Character - Jun 22, 2015

If a character with a cloth simulation or a mesh with a cloth simulation is in the scene there is wind force that is being applied to the cloth. The only way to remove this is by setting a Wind Dire ...

Sounds played via Matinee do not respect Pause and Play of Matinee

Tools - Jan 25, 2016

When you place a substantially long Sound Cue/Wave in an Empty Group of a Matinee and set the Matinee to play on level load then on a key press pause the matinee and play the matinee, the sound grou ...

Reimporting mesh will wipe any collisions that were setup using the Static Mesh Editor

Tools - Jun 12, 2015

When Reimporting a mesh the collision that is created using the methods in the Static Mesh Editor will be wiped if there was not previously setup UCX custom collision. ...

Cascade Type Modules do not respect closed Emitter Stacks when drag and dropping

UE - Graphics Features - Jan 12, 2016

When you are dragging and dropping an Emitter Type Module from one Emitter Stack into another and you have closed modules in your particle system, the type data module will be offset from your mouse ...

TraceHitInfo not returning correct PhysMat when Changed at Runtime via MID

UE - Simulation - Physics - Jan 11, 2016

Line Traces are not correctly returning the Physical Material Info when that information is changed at runtime via a Override Physical Material or a Set Physical Material via a Dynamic Material Inst ...

RenderTarget Texture Alpha rendered incorrectly when SceneCapture2D AA set to true

UE - Graphics Features - Jan 8, 2016

The Alpha Channel of the Render Target Texture is rendered as a value of 1 (solid white) when the SceneCapture2D actor is set to LDR with PP and Anti-Aliasing is set to true in the General Show Flag ...

Import Source disappears in Textures after loading asynchronously loaded level

UE - Editor - Content Pipeline - Import and Export - Dec 15, 2015

It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...