Light components stay visible if "Actor Hidden In Game" is checked

UE - Graphics Features - Feb 6, 2017

Light components stay visible if "Actor Hidden In Game" is checked. This issue occurs even when other components (such as a static mesh) are no longer visible. I tested with a static mesh component ...

Crash launching UE4Editor.exe from cmd.exe with -dx12 argument

UE - Graphics Features - Feb 3, 2017

My Nvidia driver is our current approved driver: 378.49 ...

Default values resetting for level instances of custom component pointers

UE - Gameplay - Components - Feb 3, 2017

When a code component contains a pointer to an actor, adding the component to a blueprint and setting the pointer to point to an instance of the same blueprint will cause the pointer to reset to "No ...

Media Player Causes Game To Crash On IOS When Loading Video Multiple Times

Media Framework - Feb 2, 2017

On the iphone 6+ it appears that videos played, then unloaded, then reloaded, and played again using the media player will cause a game crash given enough time. This behavior doesn't seem to occur ...

Epic Mannequin's Material Does Not Render Correctly On Intel HD Graphics

UE - Graphics Features - Feb 1, 2017

The Epic Mannequin no longer renders correctly when using an Integrated Intel HD Graphics 4600 GPU. The character will either have parts of his body hidden(4.14) or completely black(4.15) depending ...

Lighting is unbuilt after reloading a level that has a actor with static mesh components

UE - Graphics Features - Jan 31, 2017

For a specific level with a simple BP actor that contains multiple static mesh components, lighting gets unbuilt after reloading the level, even when there is no change in the level. "LogStaticMesh ...

Paper sprite causes package to fail when Blueprint Nativization Method is set to inclusive

UE - Gameplay - Blueprint Runtime - Jan 30, 2017

Paper sprite causes package to fail when Blueprint Nativization Method is set to inclusive ...

Some enums getting reset in released 4.15 preview 2.

UE - Gameplay - Blueprint - Jan 28, 2017

The Starting Window Size For Standalone Ignores Values That Exceed A Cap

Tools - Jan 27, 2017

The Editor preferences where you set the starting resolution for standalone game will ignore the values given if they exceed a certain amount. In my case 1920 x 1080 was the limit where it started t ...

Access Violation in delegatesignatureimpl.inl after HotReload

UE - Foundation - Core - Jan 27, 2017

This is the third different callstack in an attempt to repro a HotReload crash I am experiencing. The other two are:[Link Removed]: Nullptr Ensure and crash after HotReloading[Link Removed]: Assert ...