Search results are wrong for English words in Placement mode when Editor is in another language

UE - Editor - UI Systems - Localization - Nov 17, 2014

If you set your Editor language to, for example, Japanese or Korean, and then, in Placement mode, search for the original English terms like "Camera", it should still show the same results as if you ...

LIVE: StartFPSChart Command references an invalid command in the console

UE - Foundation - Core - Nov 14, 2014

The Command "StartFPSChart" references an "EndFPSChart" which is not recognized and should reference "StopFPSChart" ...

Clicking a button in UMG stops all tilt information

UE - Editor - UI Systems - Nov 14, 2014

Tilt information is no longer taken after clicking on a button in UMG. The tilt information goes to all zeros. That is until the user clicks else where at which point the device will then start regi ...

LIVE: On MAC, Atmospheric Fog Preview Renders Incorrectly with Default Settings

UE - Platform - Apple - Nov 14, 2014

On a Mac, Following the tutorial located here: https://answers.unrealengine.com/questions/132223/macbook-pro-preview-rendering-issues.html When opening a new level, the atmospheric fog renders soli ...

LIVE: Changing a Custom Event to Multicast in a parent blueprint causes crash

UE - Gameplay - Blueprint - Nov 13, 2014

Changing a Custom Event to Multicast in a parent blueprint causes crash if the Custom Event is being used in the child blueprint. Callstack: MachineId:DE189244480D3CD0F8CA729A02DD38A6 UserName:tjb ...

C++ Event Dispatchers target pin cannot be set to actor references

UE - Gameplay - Blueprint - Nov 13, 2014

When connecting C++ created event dispatcher, the Target node will not accept reference to other actors. This is happening in 4.6 and Main but is working as intended in 4.5.1 ...

Android Galaxy S 3 (Mali) or Galaxy Note 2 (Mali) Mobile Devices Not Rendering BSP

UE - Platform - Mobile - Nov 13, 2014

When the user launches a packaged game for the Android S3 Mobile Devices, any BSP's that were in the level are not visible. Collision still exists, but they are not visible when playing. ...

InstancedStaticMesh instances fail to render on a mobile device

UE - Graphics Features - Nov 13, 2014

When a project with an InstancedStaticMesh is used in a level, the static mesh is failing to render on a mobile device Tested on a nexus 5 and an iPad air OS 8.1 ...

LIVE: Print string not working when nav mesh bounds volume information is pulled up

UE - AI - Nov 12, 2014

After place a Nav Mesh Bounds Volume into a level, launching the game and pressing the [ ' ] key to show information about the Nav mesh the print string stops working. If the User closes the game w ...

Typo in Checkbox description

Tools - Nov 11, 2014

Under Project settings > Packaging>"For Distribution" when the user scrolls over this area, the pop up description reads "...If disabled, an development build will be created." ...