TAssetPtrs are not properly fixed up in client PIE instances

Tools - Aug 18, 2015

Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...

AI characters with Navigation Invokers that are spawned during Play do not generate a nav mesh around them if Runtime Generation is set to Dynamic Modifiers Only

UE - AI - Sep 17, 2015

With Generate Navigation Only Around Navigation Invokers enabled and Runtime Generation set to Dynamic Modifiers Only, AI characters with Navigation Invokers do not generate a nav mesh around them i ...

Wireframe persists Switching from 'Quad Overdraw' to 'Stationary Light Overlap' Visualizers

Tools - Aug 22, 2016

When switching from 'Quad Overdraw' to 'Stationary Light Overlap' in the Optimizations view mode visualizers, the wireframe generated in the overdraw visualizer persists into the overlap visualizer. ...

Sounds not obeying Audio Volume Ambient Zone Settings

UE - Audio - Aug 31, 2016

Exterior Ambient Zone Settings are ignored by sounds played that are placed within the Audio Volume. As the documentation suggests, Ambient Zones define how Sound Actors located inside the associat ...

User defined struct array resets to defaults in blueprint after updating the struct

UE - Gameplay - Blueprint - Sep 9, 2016

If a blueprint contains an array of a User defined struct type, Adding a variable to the struct or changing the default values of the struct cause the associated blueprint to become dirty. Compilin ...

Using nativized functions on buttons to spawn meshes causes assertion failure

UE - Gameplay - Blueprint - Oct 25, 2016

An assertion failure is thrown when using nativized functions on an Android device. ...

Text Actors not Rendering on Mobile

UE - Platform - Mobile - Oct 28, 2016

When opening a packaged QAGame project the text actors do not render on all display previews on certain devices. So far this has been found on both iOS and Android, while other devices render text f ...

Shadow casting still considered for performance when light intensity set to 0.0

UE - Graphics Features - Sep 8, 2016

Shadow casting is still considered when the lighting intensity has been set to 0. This is a regression in performance from 4.12.5 where a lights intensity that was set to 0 would not be considered ...

AddDynamic() causing crash upon opening project

UE - Gameplay - Sep 4, 2015

Using the AddDynamic macro causes a crash upon opening the project. ...

BSP option to convert actor to another type not usable

UE - LD & Modeling - Modeling Tools - BSP - Jun 28, 2015

Convert Actor option in BSP details pane is grayed out and cannot be used. ...