Crash when Viewing shader complexity in VR Vive

UE - Platform - XR - Apr 11, 2016

If the user presses F5 while using the Vive in VR preview the editor will crash ...

Bisecting a BSP with another BSP with an axis scale value at < .25 breaks bsp faces

UE - LD & Modeling - Modeling Tools - BSP - Sep 26, 2016

Bisecting a BSP with another BSP with an axis scale value at a value < .25 breaks bsp faces, causing them to no longer render correctly. NOTES The value at which this begins to occur is 0.249992 ...

Post Process Material Can Only Be Applied Once as Blendable Element

UE - Graphics Features - Sep 26, 2016

If you apply the same material more than once as a blendable element the effects will not stack. Only one of the materials will be taken into account. However, if you make a copy and apply that it w ...

Keyboard input appears to be ignored when trying to input text in to a widget component

UE - Editor - UI Systems - Sep 28, 2016

Keyboard input appears to be ignored when trying to input text in to a widget component. The text box does not accept any keys being pressed. ...

Draw Material to Render Target renders black in Standalone

UE - Graphics Features - Sep 28, 2016

The 'Draw Material to Render Target' in blueprints renders black when launched in Standalone. This is not the case when using the same blueprint and running PIE. The interesting thing about this is ...

BP class variables aren't created for component templates not loaded in an uncooked server build due to component class NeedsLoadForServer() API override.

UE - Gameplay - Components - Jun 6, 2016

See UDN thread for details. Essentially we need to ensure that class variables are created for SCS components even if the template isn't loaded as a result of a NeedsLoadForServer() API override. O ...

New Relevant Anim Time Transitions not working initially

OLD - Anim - Sep 16, 2015

Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...

Precomputed lighting is not saved when using Save As or Duplicate for levels

UE - Graphics Features - Sep 30, 2016

Lighting is invalidated with levels that have been duplicated or Saved As. The maps that are created are immediately marked dirty and need to be resaved vs how they were in 4.12.5 where they wouldn' ...

Landscape Mountains Content Is Bugged When Updating Engine Version (P_BirdsClose_Circling)

UE - Graphics Features - Sep 30, 2016

When updating the P_BirdsClose_Circling to a new engine version (4.12.5 or higher) the particle system breaks. ...