Loss in Specularity on Skin Shading when Shadowed by Indirect Capsule Shadows using r.sss.checkerboard 0

UE - Graphics Features - May 23, 2017

A licensee is reporting incorrect or over exaggerated loss of specularity on the Subsurface skin shading model when shadowed by indirect capsule shadows, and then modifying the r.sss.checkerboard se ...

Cannot add to Override Materials array of a Static Mesh Component

UE - Graphics Features - May 23, 2017

Materials cannot be added to the Override Materials array in a static mesh component because attempting to add elements to the array fails. Regression: Yes - using the plus button to add to the arr ...

DetourCrowdAIController Using Incorrect Nav Agent

UE - AI - May 22, 2017

Pawns using a DetourCrowdAIController do not appear to be using the correct Nav Agent when attempting to move. Setting the AI Controller class to a normal AI Controller allows it to complete the s ...

Unable to add/compile code for Automation Test

UE - Automation Test - May 22, 2017

When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...

Crash occurs from change of inner struct value with TMap variable of outer struct

UE - Gameplay - Blueprint - May 22, 2017

A crash occurs from the change of inner struct value with TMap variable of an outer struct. This crash does not occur if you change the variable type as a substitution for the last step. Regression ...

Self Reference allowed as input for function with pass by reference on creation, which will crash when executed

UE - Gameplay - Blueprint - May 22, 2017

There is an issue when using self references with functions as an input. With pass by references on a function, the input has it checked by default; however, a self reference can still be hooked in ...

Code Delegate behavior is not consistent based on where the delegate is created

UE - Gameplay - Blueprint - May 22, 2017

When a delegate is created in a component class, adding the component to a blueprint will show the delegate in the Event section of the Details panel when the component is selected. This allows an ...

Crash undoing in Montage editor with no montage sections

OLD - Anim - May 22, 2017

Crash occur in the animation montage editor when the user does an undo action with no montage sections. ...

Tilt Input node reporting incorrect values

UE - Platform - Mobile - May 22, 2017

Tilt input from the Get Input Motion State node from a player controller correctly reports tilt values, but the Tilt Input node does not. ...

NavMesh Broken Between Two Adjacent Actors With Hierarchical Instance Static Mesh Component

UE - AI - May 22, 2017

When Two adjacent actors with hierarchical instance static mesh component cross the tile bound of navmesh, navmesh is broken. In screenshot.png, above is the normal Static Meshs, bellow is the Actor ...