Application is crashing on the HTC One when UMG is used in the project

UE - Platform - Mobile - Jan 26, 2015

If you include UMG in your project and deploy to an HTC One, the project will crash on the device. Tested this on multiple devices (Galaxy S5, HTC One, NVIDIA Sheild tablet) Monitor logs are atta ...

Collapsed categories in the My Blueprint tab are automatically expanded when any main tab is clicked

Tools - Jan 30, 2015

Collapsed categories in the My Blueprint tab are automatically expanded when any main tab, such as the Event Graph or Construction Script tab, is clicked. Moving to the Defaults or Components Modes ...

Crash caused by Selecting a Struct variable when binding a property in UMG

UE - Editor - UI Systems - May 11, 2015

Crash is caused when the user creates too many windows after Selecting a Struct variable when binding a property in UMG. This issue is related to [Link Removed] ...

Text box events (OnTextCommitted and OnTextChanged) are throwing false warnings

UE - Editor - UI Systems - May 11, 2015

If the user creates an OnTextCommitted event or an OnTextChanged event the user will receive a warning upon compiling the blueprint. Warning received: Warning No value will be returned by referenc ...

Selecting a Struct variable when binding a property in UMG can cause an infinite number of selections

UE - Editor - UI Systems - May 5, 2015

If a struct with a Texture 2D variable is chosen when creating a binding for the brush it can create an infinite number of windows. Note: If done enough the editor will crash ...

VR camera and Player do not appear to rotate around the same point

UE - Platform - XR - Apr 13, 2015

When using the arrow keys to rotate your character in VR the camera becomes offset in the direction of the key that was pressed (Image attached with an exaggerated example of what appears to be happ ...

Viewports: Marquee selection always selects skeletal meshes in ortho viewports

Tools - Apr 16, 2015

Box select always selects skeletal meshes in ortho viewports, even when not touching the actor. Switching on Strict Box Selection fixes it as a workaround. ...

Depth Fade Particles are not rendered on iOS when Mobile HDR disabled

UE - Graphics Features - May 7, 2015

Depth Fade and Fresnel inputs in a Particle's Material will result in the particle not rendering unless Mobile HDR is checked true on an iOS device. Also Reproduced in Main Promotable-CL-2535351 S ...

Instance Static Meshes spawned at Runtime do not have collision

UE - Gameplay - May 8, 2015

Spawning an Instance Static Mesh at runtime does not have collision. This issue appears only in 4.8 Preview 1 and the 4.8 Release branch (tested on CL-2540862), but is fixed in Main Branch as of Ma ...

Math Nodes are not updating on input

UE - Rendering Architecture - Materials - May 11, 2015

Add, Multiply, Subtract and Divide Nodes in the Material Editor are not longer updating on input but on the next node added to the Material. Also Reproduced in Main Promotable-CL-2541904 [Link Rem ...