Navigation System is gathering navigation bounds too early

UE - AI - Aug 6, 2015

In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...

DBuffer Decals render on top of HISM

UE - Graphics Features - Aug 3, 2015

DBuffer Decals are rendering on top of Hierarchical Instanced Static Meshes despite being placed in the world behind the meshes. Also Reproduced in Main CL-2646357 and Releases 4.9 CL-2641818 [Ima ...

Having a period in the name of a widget will cause the editor to crash after copying and pasting (no error/warning given)

UE - Editor - UI Systems - Aug 3, 2015

If a user has a period in the name of their widget and they then copy and paste that widget the editor will crash ...

Cannot dynamically change when pressed sound for buttons in UMG

UE - Editor - UI Systems - Jul 17, 2015

Cannot change the when pressed sound for the style of a button in umg via the set style node. Reopened after the report from: https://udn.unrealengine.com/questions/273621/setting-widgetstyle-for- ...

iOS pinch only detects command once

UE - Platform - Mobile - Jul 16, 2015

The pinch command only triggers once on iOS devices. ...

Gameplay Debugger is hijacking the Canvas

UE - AI - Jul 14, 2015

The bug users reported in the attached thread is the one we talked about earlier that results in Gameplay Debugger hijacking the Canvas and not allowing anyone else to print on it (most notably the ...

Animation timeline shows black when only animating the opacity of a widget (regardless of the the color setting in that widget)

UE - Anim - Sequencer - Jul 13, 2015

This is something that needs to be solved at the color track level in sequencer, we need to be showing current values in place of 0,0,0 for the things that are not animated. When animating just the ...

Editor movement control regression

Tools - Jul 8, 2015

Using Ctrl+Drag in 4.8 will not affect the location of selected actor if the viewport camera is facing away from selected actor. In 4.7.6 the actor would travel along the X axis even if the camera ...

Collision for bsp stays in level after bsp is deleted

UE - LD & Modeling - Modeling Tools - BSP - Jun 30, 2015

If a bsp brush is deleted from a level, the level has geometry built, and the user presses play then uses the "show collision" console command, the collision for the bsp wlil still appear. This does ...

[OPENGL]: Enable Subsurface Scattering

Tools - Jun 29, 2015

Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...