Invalidation panel content in a widget component can become misaligned if Cache Relative Transforms is enabled

UE - Editor - UI Systems - Feb 14, 2017

When Cache Relative Transforms is enabled, panel content sometimes appears to update a frame late. This can cause the panel content to render outside of the panel. ...

Particle Cutout Crashes On Mobile Devices That Don't Support Hardware Instancing (Mali-400 GPU)

Particle cutout seems to crash on lower end mobile devices. We believe this is because there is an issue in the particle's SubUV feature. This happens only on devices that don't support hardware ins ...

Right Click>Render Shot does not enable "Use Custom Start/End Frame"

UE - Anim - Sequencer - Feb 15, 2017

Right Click>Render Shot does not enable "Use Custom Start/End Frame" ...

Editor crashes on launch after hot reload with multiple modules

Tools - Feb 16, 2017

The editor will crash on open after a hot reload if there are multiple modules in the project. Regression: No - behavior also occurs on 4.14.3 (CL 3249277) Workaround: Compiling with the editor clo ...

TimeRemaining doesn't work when animation has a negative play rate

OLD - Anim - Feb 16, 2017

TimeRemaining doesn't work when animation has a negative play rate ...

World Position Node Breaks Baked Lighting In Masked Materials

UE - Graphics Features - Feb 16, 2017

Baked shadows don't seem to work properly when Absolute World Position is involved with masked materials. The masked material won't render a shadow at all in this case. ...

Orientation is wrong for client in networked HMD game when UseControllerRotationRoll is true

UE - Platform - XR - Feb 20, 2017

A networked VR (HMD) game will result in an undesirable rotation for the pawn on startup for a network client, and the issue is dependent on timing. ...

Editor Crashes On Startup After Enabling Light Propagation Volume (LPV) With Forward Shading

UE - Graphics Features - Feb 20, 2017

After enabling Forward Shading that project can no longer operate while "r.LightPropagationVolume = 1" since it will crash immediately. ...

Collision Meshes Are Ignored Until FBX Is Reimported

Tools - Feb 20, 2017

When importing a mesh with it's collision geometry and its LOD meshes all contained within the same group it won't import the collision geometry correctly. This can be fixed by simply right clicking ...

Crosshair and hand no longer present in Blueprint Editor

UE - Gameplay - Blueprint Editor - Feb 20, 2017

In 4.14 and earlier version hovering the mouse over a pin would change the mouse into a crosshair shape, then if you were to press and hold the Ctrl key and drag with the mouse, it would change into ...