Engine Hangs or Fails to Load upon Restart after Enabling New Planar Reflections in Rendering Settings

UE - Graphics Features - May 5, 2016

After enabling the new 'Support Global Clip Plane for Planar Reflections' option in 4.12, the project hangs at 45% after restarting. As a note, I had another teammate attempt to enable this option ...

Double clicking (quickly) on a combo box (String) will cancel the next click event for the ComboBox (String)

UE - Editor - UI Systems - Jan 15, 2015

A user has found that if they quickly double click the combobox (string) the next time they click it, it will not open as it should. They will then have to click an extra time to open the combobox ( ...

The Random Audio Node Function 'Randomize Without Replacement' does not Function Correctly

UE - Audio - Apr 6, 2015

When attempting to play random sounds using the 'Random' node within the audio editor, the 'Randomize Without Replacement' does not function as explained via the tooltip. The options says that if y ...

Delay Node not persisting through Concatenator Node in Sound Cue Editor

UE - Audio - Mar 11, 2016

Sound Waves do not continue to play when using a delay node before a Concatenator. I tested this issue in the binary releases of 4.9.2 and 4.10.4 and it did not occur in either version. ...

Audio playback does not function when streaming video with the media player asset

UE - Foundation - Cpp Tools - Plugin System - Jun 22, 2015

Video streamed through the media player asset is not accompanied by audio. The issue occurs for all supported video formats. Currently this has only been tested with streaming via URL due to [Link R ...

Characters with disabled Net Load on Client are loaded twice on a Standalone Client

UE - Networking - Jun 16, 2015

Characters with disabled Net Load on Client are loaded twice on a Standalone Client. This does not occur on the Server. This only occurs in Standalone, not in PIE nor in packaged games. Reproduced ...

Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator

UE - AI - Jun 16, 2015

Crash occurs if the Recast Navmesh is set to Dynamic and the BehaviorTree runs a 'Does Path Exist' decorator. Crashreporter info: [Link Removed] ...

Deferred movement updates don't respect the bTeleport flags

UE - Simulation - Physics - Jun 17, 2015

FScopedMovementUpdate needs to be aware of the bTeleport flags used in the MoveComponent call. This could get complex when there is a mix of teleport and non-teleport. ...

Deriving a class from UBlackboardData results in runtime check failures

UE - AI - Jun 15, 2015

It needs to be either supported, or UBlackboardData should not show up in lists of valid parent classes. I'm not sure the latter is possible at all, so we should at least patch it up so that that ru ...

No way to keep AIController's logic running while it's switching controlled pawns

UE - AI - Jun 17, 2015

Used to be possible, but we've added BrainComponent's stopping in AIController::UnPosses. Add a flag to AIController that will allow user to specify that he doesn't want logic to get stopped when ...