Hierarchical instanced static mesh LOD is not consistent between eyes

UE - Platform - XR - Apr 7, 2017

User reports that the issue fixed for ODIN-6308 still occurs for InstancedStaticMeshes. ...

Blueprint Config Variables Not Being Set in Game Instance Classes

UE - Gameplay - Blueprint - Apr 11, 2017

Blueprint config variables in Game Instance classes do not appear to be set properly. This is unexpected behavior, as setting up a config variable in a native C++ Game Instance class works as expect ...

Line Trace only returns Physical Material data from the Element 0 material slot

OLD - Anim - Apr 11, 2017

Line Trace only returns Physical Material data from the Element 0 material slot of a skeletal mesh. All other material slots are ignored. This is present on any skeletal mesh but is also reproducib ...

Spawned Actors are duplicated and remain visible at actor origin

UE - Anim - Sequencer - Apr 11, 2017

Spawned Actors are duplicated and remain visible at actor origin ...

Static Mesh Elements Always Drawn as Occluders

UE - Graphics Features - Apr 12, 2017

The licensee is stating that static mesh elements are always drawn as occluders. In FStaticMeshSceneProxy::GetMeshElement, the mesh batch doesn't seem to be taking in the bUseAsOccluder flag value. ...

Array inputs on event dispatcher cause a compiler note.

UE - Gameplay - Blueprint - Apr 13, 2017

Looks related to [Link Removed], but it appears that something was overlooked. Probably requires a similar fix for the delegate node. ...

"Set Playback Position" to the end of the sequence stops it at current playback position

UE - Anim - Sequencer - Apr 13, 2017

"Set Playback Position" to the end of the sequence stops it at current playback position ...

Child rotation appears to change when parent is negatively scaled and the map is saved using "Save Current" button

UE - Gameplay - Components - Apr 13, 2017

Child rotation appears to change when parent is negatively scaled and the map is saved using "Save Current" button. If this is then followed up by re-opening the map, the user's asset will experienc ...

Crash in Packaged Game When Calling Interface Function with Blueprint Nativization Enabled

UE - Gameplay - Blueprint Runtime - Apr 14, 2017

A crash is occurring in a packaged project that is using blueprint nativization when an interface function is called. This crash does not appear to be producing a callstack in the Crash Reporter w ...

Assert When Saving Over Existing Level With Built Lighting

Tools - Apr 17, 2017

While saving over an existing map the engine will crash if both maps have baked lighting. ...