Packaging fails after changing from Dynamic to Static Nav Mesh Runtime Generation

UE - AI - Feb 8, 2016

If you package with Runtime Generation set to Dynamic and then switch to Static and attempt to repackage, the packaging will fail with the following error message.[2016.02.08-16.18.14:511][217]MainF ...

Setting a subcategory in a UPROPERTY does not display properly in associated blueprint's Details tab

Tools - Feb 8, 2016

When using the "|" operator to separate "Category | Subcategory" inside a UPROPERTY, a blueprint based on the class will show Category | Subcategory AS the category name instead of listing a categor ...

Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type

UE - Gameplay - Feb 7, 2016

Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...

Content ordering for assets with full numeric names.

UE - Editor - Content Pipeline - Content Browser - Feb 5, 2016

Content files that are labeled with both text and numeric values sort correctly, but files containing only numbers, don't share this behavior and end up with weird sorting order. MyMat_20, MyMat_20 ...

When importing an FBX with Combine Meshes = False, one uasset will be created for the collection of assets.

Tools - Feb 4, 2016

When importing a mesh, there is an option to Combine Meshes, which by default is checked. Unchecking this option will bring in the individually named parts contained in the FBX as unique objects in ...

Screen Position shares TextCoord coordinate space

UE - Graphics Features - Feb 4, 2016

ScreenPosition is not updating when the viewport is resized. As the viewport is made larger, screen position scales to match this larger area. As the viewport is made smaller, screen position contin ...

Screenshots are mirrored when using the console command on Android devices

UE - Platform - Mobile - Feb 3, 2016

Screenshots taken from the console command are mirrored when saved. This was unable to be checked in 4.11 due to [Link Removed] or [Link Removed] ...

Sub Classing World Settings Causes Hot Reload to Crash

UE - Foundation - Core - Feb 3, 2016

When creating a subclass of World Settings, attempting to use the in-editor compile button to compile the code causes the editor to crash. Found in 4.11 Preview 4. Reproduced in 4.10.2 binary and ...

Crash when editing draw size for a widget component

UE - Graphics Features - Feb 2, 2016

A crash will occur when editing the Draw Size of a Widget Blueprint in an Actor Blueprint class. Sometimes it will crash instantly after editing the Draw Size and other times it will take a couple ...

Unused file appear to be cooked when cooking for windows

UE - Foundation - Core - Cooker - Feb 2, 2016

If the user cooks for windows via File > Cook Content for Windows then is appears to include files that unused (EditorBlueprintResources, EditorLandscapeResources, EditorMaterials, EditorResources a ...