UnrealCEFSubProcess requires Visual Studio 2013 to be compiled

UE - Foundation - Cpp Tools - UnrealBuildTool - Oct 21, 2016

When trying to build the entire engine solution or UnrealCEFSubProcess directly, Visual Studio 2013 is required to be installed for UnrealCEFSubProcess to complete successfully. There is also an err ...

ShowFlag.Rendering 0 is causing picture scintillation

UE - Platform - Mobile - Oct 21, 2016

When you use the console command for ShowFlag.Rendering 0 the screen multiplies. This happens on both iOS and Android devices ...

Actors attached to a child actor component become unattached after viewport update

UE - Gameplay - Oct 21, 2016

When an actor is added as a child to another actor's child actor through the world outliner, updating the editor viewport causes the added actor to become unattached from the child actor. ...

Nav Modifier Volume Not Affecting Nav Mesh Until it is Moved

UE - AI - Oct 21, 2016

Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to [Li ...

Failed to Compile C++ Skip Conversion Project

UE - Foundation - Cpp Tools - UnrealBuildTool - Oct 21, 2016

C++ projects are failing to compile when attempting to skip conversion from an older version of the engine. Error Message: C:\Users\laz.matech\Documents\Unreal Projects\MyProject4Test\Intermediate\ ...

Deactivate Then Activate Ribbon Emitter Causes Flicker

UE - Graphics Features - Oct 21, 2016

When setting a particle system to be active after deactivating the remaining particles still floating in the air from earlier will flicker. This is harder to reproduce when smooth frame rate is enab ...

UPROPERTY variables show in all components of Blueprint instead of just the Actor they belong to

UE - Gameplay - Blueprint - Oct 21, 2016

Variables declared with UPROPERTY( ) are shown in all components in Blueprint components tab. ...

Significant frame drop while blueprint nodes are being rendered on other monitor.

UE - Editor - UI Systems - Slate - Oct 21, 2016

The nodes in the blueprint editor require a lot of resources to render, causing framerate issues whenever they're being shown. The more that are shown, the worse the framerate issues. While a framer ...

Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings

UE - Gameplay - Oct 21, 2016

The post processing effects do not update in the Persona Viewport in realtime. They will take effect if the post process setting is disabled and renabled. This is a regression. ...

Failed to Zip Projects

Tools - Oct 21, 2016

When trying to zip the project the editor fails almost immediately. The output logs shows as follows: UATHelper: Zip Project Task (Windows): Running AutomationTool... UATHelper: Zip Project Task (W ...