Incorrect display for default exec pin for Switch nodes

UE - Gameplay - Blueprint Editor - May 4, 2017

The pin for Default for switch nodes in the preview build for 4.16 displays as a circle, this visual display for a pin is used with variables or a reroute node, but the default is and exec pin, and ...

When changing Select Node index pin from boolean to int/byte options do not update

UE - Gameplay - Blueprint Editor - May 4, 2017

When changing from boolean to Integer/Byte the select nodes options are not changed to Option 0/Option 1 and instead are left as False/True ...

Select Node disconnects option pins when the index is connected

UE - Gameplay - Blueprint Editor - May 4, 2017

When the Pins are updated for the enumeration all existing connections and literals are lost. Note this also happens when the Pin Type of the Index is changed from boolean/int/byte to an enumeratio ...

Physics Constraint Angular Limits can be violated using Leap Motion controls

OLD - Anim - May 4, 2017

Physics Constraint Angular Limits can be violated using Leap Motion controls User Description: Door is hanging on a Physics Constraint. Closed/opened door wobbles when attempting to violate angul ...

Select Node literals not populated when type resolved by connecting a pin

UE - Gameplay - Blueprint Editor - May 4, 2017

When you connect a pin to a select node and determine the type of the wild card pins the other option pins do not have their literal populated. This occurs for enums where no option is select and n ...

Widget interaction component appears fail when moving at high speeds

UE - Editor - UI Systems - May 4, 2017

Widget interaction component appears fail when moving at high speeds In this example: The user cannot click button that require the widget interaction component to become perpendicular to the cur ...

Material re-route nodes break TextureSample output

UE - Rendering Architecture - Materials - May 4, 2017

This is a bug found by a licensee ...

Fbx importer does not import animation exported with dense data property

Tools - May 4, 2017

The attached fbx was exported with dense data, i.e. there are 10 subframe keys set per frame vs the usual single key per frame. We do this to eliminate subframe "jitter" that occurs sometimes with ...

Crash Occurs When Setting Child Actor Class in Child Blueprint

UE - Gameplay - Blueprint - May 4, 2017

A crash occurs when setting the Child Actor Class of an inherited child actor component. This is not a regression. It occurs in 4.14.3 CL# 3249277, 4.15.2 CL# 3416026, and 4.16 Preview 2 CL# 34155 ...

Assertion failed: GEditor->GetSelectedActorCount() == 1 in FLevelEditorActionCallbacks::Paste_CanExecute

Tools - May 3, 2017

This is a high frequency crash occurring for our users. It appears to be the same crash reported in [Link Removed], however that was fixed in 4.15.0, and the specific repro steps are verified to no ...