VREditor: Laser not hidden on MotionControllers with docked Menu/UI Panels

UE - Editor - Workflow Systems - Dec 28, 2016

The laser for the motion controllers is currently not being hidden when a Menu/UI panel is docked to the controller. This is a Regression from 4.14 and prior, as shown by the attached screenshots. ...

Able to see cut off landscape in SunTemple in VR

Docs - Samples - Jan 20, 2017

When using the Oculus Rift the user can look over one of the balcony's railings and see where one of the landscapes cuts off. This occurs on the Oculus headset. UE-40907 causes the Vive to clip th ...

Physics Asset created with Limited Default Angular Constraint Mode will have Free Angular Constraints on editor restart

UE - Simulation - Physics - Jan 26, 2017

REGRESSION No, occurs in 4.14. When creating a physics asset with Default Angular Constraint Mode set to Limited, if the user saves and restarts the editor without making any edits, the constraint ...

Crash in anim blueprint when dragging animation asset over commented space in graph

OLD - Anim - Feb 13, 2017

REGRESSION: Yes, does not occur in 4.14.3 Crash occurs when the user drags an animation asset into a commented area in the Anim Graph. This crash doesn't occur if the user right-clicks inside a co ...

Packaging a Project with Blueprint Nativization Requires Crash Reporter Client to be Build for Shipping

UE - Gameplay - Blueprint Runtime - Feb 16, 2017

Packaging a project in 4.15 from Github will fail if you don't have Crash Reporter Client built for Shipping. If no Nativization options are enabled, it packages fine, without having to build CRC. ...

Compile 'Note' on BP Interface events

UE - Gameplay - Feb 23, 2017

Compile 'Note' on BP Interface events. It happens in actor BPs and also BP Widgets. A similar issue was fixed back in 4.11 with Custom Events. Could be related? https://jira.it.epicgames.net/brows ...

Packaging fails if a nativized Blueprint inherits a TArray from a parent code class that is of type TSubclassOf< SomeClass >

UE - Gameplay - Blueprint - Mar 8, 2017

Packaging will fail if a Blueprint is set to be nativized, and it includes a TArray inherited from a parent code class that is of type TSubclassOf< SomeClass >. REGRESSION: Unknown. Blueprint nativ ...

Blueprint unable to compile if including a macro that includes one of its functions

UE - Gameplay - Blueprint Compiler - Mar 9, 2017

Blueprints that include a macro that includes one of their own functions are unable to compile. The error message that is given is: Error Could not find a function named "MyFunction" in 'ActorBP_C'. ...

Interface as a function parameter does not get set unless class directly inherits the interface

UE - Gameplay - Blueprint - Mar 16, 2017

When a function takes an interface as a parameter, calling that function from a blueprint implementing the interface does not recognize the parameter unless the blueprint's parent class directly inh ...

Adjusting Agent Radius in RecastNavMesh causes AI to not move

UE - AI - Sep 9, 2015

Adjusting the RecatNavMesh in a map can cause the AI to not move when simulating or playing in viewport. Setting it back to the default value does not fix the issue. I can only reproduce this with ...