Sequences in sub-levels only fire events in the persistent level

UE - Anim - Sequencer - Mar 28, 2016

Sequences in sub-levels only fire events in the persistent level. I don't know if they're expected to be firing in all levels or just the sub-level ...

The editor crashes during PIE when using the DemoPlay feature

UE - Networking - Dec 9, 2014

The editor crashes during PIE when using the DemoPlay feature. Crash Report: [Link Removed] ...

Clients fail to load in Standalone mode with 2 players while Use Single Process is disabled

UE - Networking - Jul 1, 2015

Clients fail to load in Standalone mode with 2 players while Use Single Process is disabled. Note: double checked this, and I cannot repro in Multiplayer Shootout in 4.9. The same issue still occur ...

Cannot Undo Blueprint Nodes Placed Using Shortcuts

UE - Gameplay - Blueprint - Mar 8, 2016

Nodes that are placed using shortcuts (ex. B+LMB for a branch node) cannot be undone using CTRL+Z. Found in 4.10.4 binary. Reproduced in 4.11 Preview 6 binary and Main CL 2894512. ...

Scale of the parent of a Motion Controller Component is ignored

UE - Platform - XR - Nov 17, 2016

Seems like although you can set a scale on a MotionController component, the scale of the parent of the motion controller component is ignored. ...

GI Indirect Lighting Intensity No Longer Influences Reflection Capture

UE - Graphics Features - Nov 21, 2016

The post process setting "indirect lighting intensity" no longer influences the brightness of reflections created by reflection capture actors. ...

A custom plugin enabled in a project in 4.13 is disabled when a copy of the project is opened in 4.14

UE - Foundation - Cpp Tools - Plugin System - Nov 22, 2016

If a project created in 4.13 that contains one or more custom plugins is upgraded to 4.14, the custom plugins are disabled. ...

Cannot clear a Post Process Anim Blueprint after assigning one

Tools - Nov 23, 2016

Cannot clear a Post Process Anim Blueprint after assigning one ...

Using collapse to function on an event binding causes a crash when that function is referenced in another class

UE - Gameplay - Blueprint - Nov 28, 2016

Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...

SpeedTree static meshes corrupted converting project from 4.12 to 4.14

UE - Graphics Features - Nov 25, 2016

Speedtrees are just normal static meshes once they are in the engine, so if we are corrupting them across an engine upgrade that is really bad. ...