Starting position of physics simulated bp is different in Standalone Game

UE - Simulation - Physics - Feb 26, 2016

Starting position of physics simulated bp is different in Standalone Game User Description: Things work fine in the editor window, but when I run a standalone game then blueprints with physics bod ...

Move call to Actor::UninitializeComponents outside of if (bActorInitialized) in Actor::RouteEndPlay.

UE - Gameplay - Feb 26, 2016

https://udn.unrealengine.com/questions/280656/actorcomponentuninitializecomponent-isnt-called-wh.html Move call to Actor::UninitializeComponents outside of if (bActorInitialized) in Actor::RouteEnd ...

Save on compile set to always causes a crash on compile

UE - Gameplay - Blueprint - Feb 26, 2016

If the user uses the save on compile feature and attempts to compile a blueprint, this will cause the editor to crash ...

SColorGradientEditor Does Not Trigger OnCurveChanged Events

Tools - Feb 26, 2016

User Description: "SCurveEditor, class which is used for float ramps, seems to trigger OnCurveChanged events for the underlying curve; however SColorGradientEditor (constructed by SCurveEditor) seem ...

Calling SetMassOverrideInKg in a constructor will crash the engine on launch

UE - Simulation - Physics - Feb 25, 2016

Calling SetMassOverrideInKg reaches back to a "check(GEngine)" call in BodyInstance.cpp (line 2998). B/c of this check, the engine will crash on load if SetMassOverrideInKg is called inside a class ...

ALight::Destroyed() doesn't call Super::Destroyed()

UE - Gameplay - Feb 25, 2016

A licensee mentioned that If you see ALight::Destroyed() in Engine\Source\Runtime\Engine\Private\Light.cpp, you can see Super::Destroyed() is't called in the function. ...

Deferred decals with negative scale are not rendered on screen

UE - Graphics Features - Feb 24, 2016

Decals that have a negative scale are invisible in the level. This occurs across all engine versions tested. 4.10 - 4.12. ...

Smart Links are Removed During Dynamic NavMesh Regeneration

UE - AI - Feb 24, 2016

Smart links disappear whenever the Nav Mesh regenerates while using Dynamic Runtime Generation. For example, if you have a dynamic object that is constantly moving and causing the Nav Mesh to rebuil ...

TRACKS: Modifying an animated actor with no keys doesn't update the defaults.

UE - Anim - Sequencer - Feb 24, 2016

When modifying the transform or properties of an animated object with no keys, the default values for the animation tracks should be updated. ...

Setting Standalone Window Sizes within Editor Preferences not working as Expected

Tools - Feb 24, 2016

While testing the 'Shot' command for a user on the AnswerHub, I discovered the reason for the incorrect resolutions of his screenshots, was due to the fact the 'Standalone' window resolution set wit ...