Changing the Mac Game Icon in the project settings does not persist in Development packages of the project

UE - Platform - Apple - Aug 11, 2016

Changing a project's Mac game icon does not persist through Mac development packages of the project. However, Shipping packages will show the correct icon. This only occurs on Mac. This was not rep ...

App does not appear in Settings on iOS device

UE - Platform - Mobile - Aug 11, 2016

Unable to see settings for a packaged project on iOS. Searching for the app settings also did not show anything Device tested on: iPod6_6131 OS 9.3.2 ...

[CrashReport] UE4Editor_Engine!UEdGraphPin::SerializePin() [edgraphpin.cpp:1497]

UE - Gameplay - Blueprint - Aug 11, 2016

Ctrl Z a massive copy pasteI was modifying a blueprint dealing with Draw material to render target.Undoing in Blueprint Editor.Kevin.R - Undid a pin reconnecting... investigating ...

Creating a new Physics Asset will override the behavior of the previous Physics Asset inside the Phat Editor

UE - Gameplay - Aug 11, 2016

Creating a new Physics Asset will override the behavior of the previous Physics Asset inside the Phat Editor. This seems to be linked to which physics asset is currently assigned to the skeletal me ...

Incorrect Root Motion Rotation on AnimSequences created with Sequence Recorder

UE - Anim - Sequencer - Aug 11, 2016

Incorrect Root Motion Rotation on AnimSequences created with Sequence Recorder ...

FQuat variable names show as "Rotation" in editor regardless of name given in code

Tools - Aug 11, 2016

When defining an FQuat variable in code, any name given to the variable will be replaced by the name "Rotation" in the editor. Workaround: Using FRotator instead of FQuat gives the correct variable ...

Using LOD for Per-Poly collision doesn't work

UE - Simulation - Physics - Aug 11, 2016

When choosing LODs for per-poly collision the static mesh stops blocking actors in the level. I tested this on 4.13 preview 1 and it is still an issue. I used the 3dsMax workflow for this process ht ...

Structs within structs lose connection within blueprints if they have their output pins split to show individual variable components upon re-opening project

UE - Gameplay - Blueprint - Aug 11, 2016

Structs within structs lose connection within blueprints if they have their output pins split to show individual variable components. This happens upon closing and re-opening the editor. Other varia ...

Deleting a content browser asset while that asset is open causes all other open assets to close.

Tools - Aug 11, 2016

If multiple assets are open (blueprints, materials, particle system, etc.), deleting one of the assets from the content browser causes all other open asset windows to close. ...

Variable in Blueprint with subcategory appear in detail panel of selected default component

UE - Gameplay - Blueprint - Aug 11, 2016

When a blueprint variable is given a category and subcategory then compiled, the variable will show up in the details panel when selecting components that existed when the blueprint was created. ...