If shot track ends short of the Master Sequence length, all actors return to default state

UE - Anim - Sequencer - Oct 14, 2016

If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...

Changing LOD materials on Merged Actors Crashes Editor

UE - Gameplay - Sep 12, 2016

If you merg actors with LODs with the setting LODSelection Type set to "Use all LOD levels" then apply a material to the element 0 assigned to LOD1 the engine will crash. NOTE I wasn't able to rep ...

Peripheral Vision Angles Greater Than 180 Are Being Ignored

UE - AI - May 26, 2016

Values that are larger than 180 for the Pawn Sensing component's Peripheral Vision Angle setting are being ignored. If they are higher than 180, the pawn will act as if it was set to 180. Found in ...

Using Show Mouse Cursor and Ejecting Prevents Actors from Being Moved

Tools - Mar 31, 2016

When you have the mouse cursor set to show in game, if you use shift+f1 to unlock the mouse, eject, and then attempt to click and move an actor using the transform gizmo, you are unable to do so. S ...

Tessellation appears to cause textures to appear incorrectly in the right eye of the vive

UE - Platform - XR - May 3, 2016

Tessellation appears to cause textures to appear incorrectly in the right eye of the vive ...

Setting variable type to an object reference prevents the variable from showing on the Get Class Defaults node

UE - Gameplay - Blueprint - Oct 10, 2016

Any variable with the type of any object reference (Actor, curve float, etc.) causes the variable not to appear on the Get Class Defaults node. Regression: No - issue occurs in binary 4.12.5 as wel ...

Shots have little visible indication when they are overlapping

UE - Anim - Sequencer - Sep 15, 2016

Shots have little visible indication when they are overlapping. This can cause some visual confusion as to why events and spawnables from a shot that looks like it should end are still triggering ...

UMG class in Widget Interaction Component does not respond to OnClick in multiplayer environment

UE - Editor - UI Systems - Oct 5, 2016

OnClick will not fire when interacted with a Widget Interaction Component. ...

Moving sublevel in world composition browser does not appear in Undo History

UE - World Creation - Worldbuilding Tools - World Composition - Sep 2, 2016

Moving sublevel in world composition browser does not appear in Undo History. Regression (no) issue (does) occur in 4.12.5 ...

3D Widget Components with depth test disabled are still culled when fully occluded

UE - Graphics Features - Sep 12, 2016

Currently, we allow occlusion culling on WidgetComponents regardless of whether or not depth test is enabled. This makes it challenging to make a widget render through other actors in the world, sin ...