Printing the result of the 'Get Move Ignore Actors' node will crash the editor

UE - Gameplay - Blueprint - May 6, 2015

Printing the result of the 'Get Move Ignore Actors' node will crash the editor. The Licensee found the issue while exploring a workaround for this JIRA:https://jira.ol.epicgames.net/browse/UE-14734 ...

Linker errors when deriving from ADecalActor in game

UE - Gameplay - May 6, 2015

Cannot derive from ADecalActor in your game modules as not all of the functions are exposed and you get linker errors. ...

Re-enable rendering categories on UMaterialBillboardComponent

UE - Gameplay - May 5, 2015

Looks like the thread died in IM. I think we should re-enable the categories that were removed in 4.6. ...

Cannot Set Visibility for a 3D widget component that is applied to Screen space

UE - Editor - UI Systems - May 5, 2015

User Can hide a 3D widget component that is in world space. However, if they use a widget component that has been switched to Screen space this is no longer possible. List of ways that do not work ...

Android audio is still audible at 0 volume

UE - Audio - May 4, 2015

Android audio uses -30 dB as minimum volume but it should be lower. ...

Add Particle System Component Template Context not functioning

UE - Gameplay - Blueprint - May 4, 2015

Also Reproduced in Main Promotable-CL-2535351 In the Add Particle System Component node, there is a Component Template Context input which does not seem to function and establish a template for the ...

Replicated variables defined in Actor Component blueprints do not actually replicate

UE - Networking - May 1, 2015

Replicated properties defined in an actor component blueprint are not being replicated because UActorComponent::GetLifetimeReplicatedProps isn't adding the blueprint properties to the OutLifetimePro ...

Cannot get input from input device without Controller already being created

Tools - May 1, 2015

Controller 2 is not getting routed to the scene viewport unless the viewport has been clicked. ...

Custom Blend Graph read only after copy/paste of State Nodes

OLD - Anim - Apr 30, 2015

When copy/pasting a state network, if any transition has Custom Blend Logic, the Custom Blend Graph becomes read only in the pasted version. ...

Distance Field Artifact with Point/Spot Lights with Mesh scaled to 0 on XYZ

UE - Graphics Features - Apr 30, 2015

When using a Spot/Point Light with Distance Fields enabled and a mesh that is scaled to 0 on the XYZ will result in artifacts. ...