Skeletal mesh jerks backwards when moving capsule component back to skeletal mesh with physics enabled

UE - Simulation - Physics - Jul 27, 2015

If a skeletal mesh utilizing a capsule component has physics enabled to ragdoll, when the capsule is moved back to the mesh the mesh will jerk backwards towards the capsule briefly. ...

Imported tiled landscapes into World Composition Browser have seams between landscape tiles

UE - LD & Modeling - Terrain - Landscape - Mar 19, 2015

Landscape seams appear between world composition browser imported heightmap tiles. Workaround: Run over seam with smoothing tool set to strength 0.0 ...

Get Data Table Row cannot accept non-literal Data Table input information

UE - Gameplay - Blueprint - Mar 16, 2015

Get Data Table Row node cannot accept non-literal input in the "Data Table" input. Additionally, this cannot be promoted to a variable. ...

Engine Hangs or Fails to Load upon Restart after Enabling New Planar Reflections in Rendering Settings

UE - Graphics Features - May 5, 2016

After enabling the new 'Support Global Clip Plane for Planar Reflections' option in 4.12, the project hangs at 45% after restarting. As a note, I had another teammate attempt to enable this option ...

Tile Grid persistently visible with Tile Map when viewed through Orthographic Camera

UE - Gameplay - Paper2D - Aug 27, 2015

The Tile Map grid is consistently visible when playing and viewed through Orthographic camera. The user reporting the issue noted some observations which I can also confirm are occurring in both en ...

Cast nodes compile without warning when no object is selected/passed in

UE - Gameplay - Blueprint - Jan 8, 2015

Cast nodes compile without warning when no object is assigned to the cast nodes object input pin. ...

Set Timer node does not stop the timer if it is set to zero by the Custom Event

UE - Gameplay - Feb 20, 2015

Set Timer node does not stop the timer if it is set to zero by the Custom Event. This is also true if Set Timer Delegates are used. ...

NetMulticast and BlueprintCallable C++ functions reportedly have incorrect parameters

UE - Networking - Nov 7, 2014

Bug report from AnswerHub. Need to figure out why C++ functions tagged NetMulticast and BlueprintCallable send the wrong paramters to some clients. ...

Scene Capture 2D not updating capture size when played in fullscreen mode

UE - Graphics Features - Mar 2, 2015

The Displayed Render Target Textures are not accurately resizing when the Game is played in Fullscreen mode. [Link Removed] Also tested in Promotable-CL-2455917 ...

unusual occlusions when taking high-res screenshots

UE - Graphics Features - Dec 15, 2014

Unusual ghosted images/occlusions appear on highres screenshots ...