Cine Camera Actor as Component within Blueprints missing Lookat Tracking Options

UE - Anim - Sequencer - Aug 17, 2016

Using a Cine Camera actor as a component in blueprints does not expose the Lookat Tracking settings. If you simply place a Cine Camera actor within your scene taken from the 'Modes' tab, you will s ...

Component Reference of Placed Instance does not Update after Removing the Component in Code.

UE - Gameplay - Mar 14, 2016

After creating a component in code and placing an instance of the code class/blueprint into the level, the component will still show as inherited if the component is removed from code. EDIT: Includ ...

Particle light flickering with certain Post Process Settings

UE - Graphics Features - May 23, 2016

Particle lights cause flickering when using either FXAA or no AA, but turns into black squares on the screen when you enable Gaussian Blur Regression: Yes, does not occur in 4.10 ...

Static light reflections do not honor Min Roughness settings for lights.

UE - Graphics Features - Aug 10, 2015

When using static lighting with Reflection Captures, the light sources Min Roughness setting is not honored. This is part of the new update for Reflection Capture Actors to render the light shape ...

Using Tortoise SVN causes the engine's source control to be inconsistent

Tools - Jun 16, 2015

If a user decides to use Tortoise SVN, the error messages given for needing to have things checked out is inconsistent. If there is a blueprint which references another blueprint, and the reference ...

When updating stats on a Steam leaderboard, the only option currently available is to add the new value to the old value.

UE - Online - Dec 23, 2015

When trying to update a Steam leaderboard, the source code currently adds the new value to the old value instead of replacing the old value with the new value. This works fine for something like a T ...

Splitting a Rotation input struct pin results in any previously entered values shifting to a different axis of the rotation

UE - Gameplay - Blueprint - Jun 12, 2016

Splitting the input rotation pin of a Blueprint node results in the X, Y, and Z values being applied to a different axis (X becomes Z, Y becomes X, and Z becomes Y). ...

Post process settings struct will not open/break to adjust individual settings

UE - Gameplay - Blueprint - Nov 12, 2015

attempting to break the post process settings struct or split a post process settings struct pin causes pin to disappear, leaving a blank target node. ...

Piloting character blueprints in editor viewport incorrectly moves when pressing LMB/RMB

Tools - Nov 27, 2015

If the pilot option within an editor viewport is used on a blueprint with a camera and LMB/RMB+w is pressed, the camera rapidly flies in the opposite direction of the direction the camera is facing ...

UMG text does not update text when loading save game in real time

UE - Editor - UI Systems - Localization - Nov 25, 2015

If a project is utilizing load/save game features and attempts to print that load/save game's text information to a text box in UMG, the text box will not update in real time. ...