Unload Stream Level Not Removing Dynamically Spawned Actors

UE - Gameplay - Jan 12, 2017

Dynamically spawned actors do not seem to be removed when unloading a streamed level that they were spawned into. ...

Reimporting a static mesh causes a significant change of view in the Static Mesh Editor Viewport from the original view.

UE - Editor - Content Pipeline - Import and Export - Jan 13, 2017

Reimporting a static mesh causes a significant change of view in the Static Mesh Editor Viewport from the original view. (See attached images) Regression: No ...

"Clothing" options do not appear after importing an apx made with the 3.4 plugin

UE - Simulation - Physics - Character - Jan 13, 2017

"Clothing" options do not appear after importing an apx made with the 3.4 plugin Regression: Sort of. 4.14 now uses the 3.4 version of PhysX and this only appears to happen with apx files exporte ...

'Random Pitch Angle' not working when 'Collision with World' is enabled for Foliage instance settings

UE - World Creation - Worldbuilding Tools - Foliage - Jan 16, 2017

The 'Random Pitch Angle' setting within the Foliage instance settings are being overridden or ignored when 'Collision with World' is also enabled. This occurs in the binary releases of 4.12.5, 4.13 ...

MIDIDeviceController.h causes compilation errors when included in an external module

UE - Audio - Jan 16, 2017

When you attempt to access MIDIDeviceController.h in your own project, it'll fail when you include it. This is the main error, while the other is a syntax error: missing type specifier - int assume ...

PacketHandlerPCH.h missing header include guard

UE - Networking - Jul 11, 2016

Engine\Source\Runtime\PacketHandlers\PacketHandler\Private\PacketHandlerPCH.h is missing the #Pragma Once header define guard which causes build to fail. ...

Second controller does not receive input if connected after editor launches

UE - Editor - UI Systems - Slate - Jan 25, 2017

If the editor is launched and PIE is started with no controllers attached, attached two controllers with allow Player1 to receive input from the first controller but Player2 does not receive input f ...

UObjectLibary::RemoveObject removes from the wrong array

UE - Gameplay - Jan 26, 2017

The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...

Local player's Motion Controller input appears to control remote client's Motion Controller Components on listen server

UE - Platform - XR - Jan 30, 2017

By default, the local motion controller would move remote player's motion controllers as well. Add the following to the beginning of the tick function in the MotionControllerPawn blueprint makes it ...

Unexpected Changes in Saturation/Contrast of Colors when upgrading project to 4.15

UE - Graphics Features - Jan 30, 2017

When upgrading a project to 4.15 (in my case from 4.14.3), the colors seem to have shifted in contrast/saturation. It is not a huge difference, but noticeable enough to affect the overall result of ...