Modifying Collections does not batch Source Control operations

Tools - Nov 9, 2016

A licensee is noticing that a heavy use of the Collections system to categorize assets is causing a lot of unnecessary source control operations and generating a lot of noise for their logs. Rather ...

Cannot Rename Folders in Content Browser Explorer Panel in OSX

UE - Platform - Apple - Apr 29, 2016

On Macs running Yosemite or El Capitan, you cannot rename a folder in the Content Browser Explorer window, but you can rename them in the Contents Viewer to the right (I'm not sure of the correct te ...

Spawnable Actor Component parameters are not saved without being keyed

UE - Anim - Sequencer - Nov 10, 2016

Spawnable Actor Component parameters are not saved without being keyed ...

PLUG IN "Analytics Blueprint" + arm64 from Binary Version Results in Black Screen when App is Launched

UE - Platform - Mobile - Oct 28, 2016

A blank Blueprint Project with the PLUG IN "Analytics Blueprint" enabled + arm64 active in the Project settings results in Black Screen and crash when the resulting app is opened on an iOS device. ...

Using Replace Reference only works once on Linux

UE - Platform - Linux - Jan 14, 2016

Using the Replace References option to replace one asset with another, the window does not close/refresh properly. This causes the window to stay on the screen although it cannot be interacted with ...

Crash when Enabling 'Generate Mesh Distance Field' and Restarting Project

UE - Foundation - Core - Nov 2, 2016

A user has reported that he gets a crash on his machine upon restarting after enabling the 'Generate Mesh Distance Fields' option within the Project Settings > Rendering options The callstack for t ...

Reimporting Does Not Update Normal Import Method In Build Settings

Tools - Oct 19, 2016

If you reimport an asset with a different normal import method it won't update the build settings for that mesh. For example if you were import with computing tangents then set the mesh to import ta ...

Force Feed back does not fire off when called on actor destroyed

UE - Gameplay - Input - Nov 3, 2016

Force Feed back does not fire off when called by an on destroyed event ...

FCDODiffControl doesn't properly account for lists of differing size.

UE - Gameplay - Blueprint - Sep 21, 2016

FCDODiffControl doesn't properly account for lists of differing size. The issues are marked in the following code:int IterOld = 0; int IterNew = 0; while (IterOld != OldProperties.Num() || IterNew ...

Users are given client out of date error when using SVN on OSX

Tools - Apr 14, 2016

A user has reported that Subversion source control cannot connect with the editor when running on a Mac (OSX). The following error is given when attempting to do so: SourceControl:Error: Error svn: ...