Audio plays through Oculus headset in standalone (even when HMD is not in use) if oculus HMD is plugged in

UE - Platform - XR - Dec 19, 2016

Audio plays through Oculus headset in standalone (even when HMD is not in use) if oculus HMD is plugged in. The sound plays through the headset in standalone when the HMD is not is use ...

Alembic Geometry Cache is corrupted on reopening of project leading to crash

UE - Foundation - Core - Dec 20, 2016

Alembic Geometry Cache crash when re-opening the project and a map that contains this asset or adding it to any existing/new levels will instantly crash the editor. This asset works correctly in the ...

Crash when using Set Collision Response on a Destructible component

UE - Simulation - Physics - Destruction - Dec 20, 2016

Crash when using Set Collision Response on a Destructible component. The repro is using the Construction Script but this also happens using Event Begin Play in the Event Graph on play. It crashing ...

BP instance does not match C++ class instance after code change.

UE - Gameplay - Blueprint - Dec 21, 2016

Changing a component's collision setting in a class constructor will update new instances of the class/component with the collision change, but new instances of a child BP do not reflect the change. ...

Using Set World Origin Location will cause the player pawn to stutter

UE - World Creation - Worldbuilding Tools - World Composition - Dec 22, 2016

Using Set World Origin Location will cause the player pawn to stutter. The faster the player is moving, the more prevalent the stuttering becomes. User Description: I have encountered a problem wh ...

Crash occurs when opening a Blueprint that contains a variable that is of a type of a child of the Blueprint, as well as a component containing instanced UObjects

UE - Gameplay - Blueprint - Dec 23, 2016

A crash that is possibly the result of a circular dependency can occur if a Blueprint containing an ActorComponent with instanced UObjects and a variable that is a type of a child of itself is opene ...

Ensure caused by edits to nested structs

UE - Gameplay - Blueprint - Dec 27, 2016

Edits made to a struct that is a member of another struct can cause the parent struct to no longer compile and cause save errors. ...

Cannot change Collision Responses once component is custom selected from scene

UE - Gameplay - Dec 27, 2016

Cannot change Collision Response channel once component is custom selected from scene. This is only an issue if the component is selected by first selecting the actor in the world (scene), then sele ...

Code based ParticleSystemComponent does not default to parent actor location

UE - Gameplay - Dec 27, 2016

When a particle system component is created in code, the particle system component will appear at world origin rather than parent actor origin if AttachToComponent / SetupAttachment / etc. is not ex ...