'Unknown Owner 'None' in USoundNodeLocalPlayer' Warning Appearing in Shooter Game Log

Docs - Samples - Sep 19, 2016

The output log in the 4.13 version of Shooter Game is being spammed with LogAudio:Warning: Unknown Owner 'None' in USoundNodeLocalPlayer. This does not occur in 4.12.5. This is a regression. ...

Editor crash when updating hierarchical instance static mesh component

UE - Graphics Features - Sep 20, 2016

Updating an array of Hierarchical instance static mesh components can lead to the editor crashing on update. Crash has not been reproduced internally. ...

Alembic Importing with Incorrect UV's

UE - Gameplay - Sep 20, 2016

When importing an Alembic file into the engine, the UV's appear rotated and missing textures for certain faces. This can cause stretching within the UVs which is what is being reported in the post p ...

Capsule shadows in VR (Oculus CV1/Vive) appear jagged

UE - Platform - XR - May 5, 2016

Capsule shadows in VR (Oculus CV1/Vive) appear jagged and slightly different in each on vive. ...

"Pause Anims" doesn't work with "Root Motion from Everything"

OLD - Anim - Sep 20, 2016

"Pause Anims" doesn't work with "Root Motion from Everything" ...

Auto-generated lightmap doesn't use some UV islands with the packed lightmap UV

UE - Graphics Features - Sep 20, 2016

Some faces from the UV0 for the texture UV are not used when repacking for the auto-generated Lightmap UV even if the faces are split and visible in the UV0. Attached example mesh. ...

ARM64 projects crash on device with Signal 11 with GooglePlay plugin enabled

UE - Platform - Mobile - Sep 20, 2016

When launching ASTC ARM64 packaged project onto S7, it'll crash with Signal 11. It seems very similar to [Link Removed]. ...

Ensure all Template Character classes set AutoPossessPlayer=Disabled when instance placed in level

Docs - Samples - Jul 6, 2016

When spawning multiple characters in a dedicated server, the first client will spawn under the map and be unable to move. See Zak's comment at bottom of thread. ...

Negate Blueprint Macro Returning Original Value

UE - Gameplay - Blueprint - Sep 21, 2016

The Negate blueprint macros (NegateInt, NegateFloat) are returning the original value. Found in 4.12.5 CL 3039270. Reproduced in 4.13 CL 3106830 and 4.11.2 CL 2946394. ...

Launching from the editor can cause certain maps to become dirty and require saving and/or checkout

UE - Foundation - Core - Cooker - Sep 21, 2016

Using the launch option in the editor will cause some maps in the "List of maps to include in a packaged build" to become dirty and require checkout when in a project that is connected to source con ...