Compiling Unreal Lightmass Fails When Using Visual Studio 2015 Update 2

UE - Foundation - Core - Apr 4, 2016

When attempting to compile Unreal Lightmass in the 4.11 source build, a compiler error pops up when using Visual Studio 2015 Update 2. Error Message: "d:\unrealengine-release\engine\source\program ...

Upgrading Project After Disabling Light PropagationVolume Plugin Causes Crash

UE - Foundation - Cpp Tools - Plugin System - Apr 1, 2016

Attempting to upgrade a project from 4.10 to 4.11, or 4.11 to 4.12 with the LightPropagationVolume plugin disabled causes it to crash. Found in converting a 4.10 project to 4.11, and reproduced con ...

Output log is spammed with messages from Physics engine unnecessarily

UE - Simulation - Physics - Mar 11, 2016

In a project where WITH_RUNTIME_PHYSICS_COOKING is used and creates a procedural collision component, the logs are spammed with messages about the spawned components requiring runtime physics cookin ...

Selecting a bone inside of the Persona's Skeleton tab while running DX12 causes a crash

UE - Graphics Features - Dec 9, 2015

When running in Dx12 on Windows 10, the editor will crash if you click on a bone that you wish to edit in the Skeleton tab of Persona ...

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 ...

Zipping up projects with / creates folders to nest the zip in

Tools - Oct 15, 2015

Changing your project name from 'MyProject.zip' to 'MyProject 1/1/1/1/1.zip' creates a folder which nests another folder that eventually leads to the zip. ...

Using the output from FindAllPakFiles to call StreamableManager::RequestAsyncLoad causes a crash

UE - Foundation - Core - Apr 22, 2016

A user has reported a problem where the directory that is output from FindAllPakFiles is not compatible with the StreamableManager::RequestAsyncLoad function and will cause a crash if using the two ...

FullScreen command no longer appears functioning when the oculus home is running

UE - Platform - XR - Apr 13, 2016

FullScreen command no longer appears functioning when the oculus home is running ...

Using spaces in Event Dispatcher names cause Nativize Blueprints to fail to build

UE - Gameplay - Blueprint Runtime - Apr 21, 2016

project fails to build when event dispatchers have spaces in their name when using the nativize blueprint asset feature ...

Ensure triggered with multiple AddInstance() calls for InstancedStaticMeshComponent

UE - Graphics Features - May 20, 2016

Adding multiple instances to instance static mesh component in a code class causes an ensure to trigger when an instance of the class is added to the level. ...