Multiple cleanup and initialize calls for behavior tree memory

UE - AI - May 11, 2016

Bug in FBehaviorTreeInstance processing reported on UDN. ...

Editor actor does not update when component code is changed.

UE - Gameplay - May 10, 2016

When a code based actor component has an exposed array of actor components, adding an element to the array in the editor will add the component to the actor but removing that element does not remove ...

tvOS remote does not map to gamepad inputs.

UE - Platform - Mobile - May 10, 2016

This may be helpful: [Link Removed] ...

Chaperone bounds appear to move around in the Vive

UE - Platform - XR - May 10, 2016

If the player moves their head around with the chaperone bounds showing the bounds will wave back and forth in a floating fashion. ...

Occasional 1-frame UMG render data corruption on Metal

UE - Graphics Features - May 10, 2016

Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players

UE - Networking - May 10, 2016

The editor crashes when the user removes the replicated uproperty from a variable and tries to hot reload while a PIE session with two players is still active. This issue was found while trying to ...

Creating a multi animation sequence that uses an additive animation does not play back correctly

UE - Anim - Sequencer - May 9, 2016

Creating a multi animation sequence that uses an additive animation does not play back correctly. In the attached project you can Play MatineActor and MatineActorLevelSequence(Converted matinee t ...

Crash when adding a camera to shot track if a player track has been added

UE - Anim - Sequencer - May 9, 2016

If the user creates a new sequencer for the level that includes the player character and a shot track the editor will crash if a new camera is set as the camera for the shot track. ...

GetMobility node tooltip refers to SetMobility() to change mobility setting at runtime

UE - Gameplay - May 9, 2016

When adding a Get Mobility node to a blueprint, the tooltip mentions to use SetMobility() to change the mobility at runtime, even though the mobility setting of a component/actor cannot be changed a ...