Japanese language word order mistake in Transition nodes for AnimBP

UE - Editor - UI Systems - Localization - Mar 24, 2016

Japanese language word order mistake in Transition nodes for AnimBP It reads "AからB", but should read "BからA" ...

iOS Signing Failure

UE - Platform - Mobile - Mar 24, 2016

Dialogue Wave VO Direction is not Localized

UE - Editor - UI Systems - Localization - Mar 24, 2016

This should be an optional string to be translated. ...

BP Construction Script doesn't print the correct Relative Location of a child component

UE - Gameplay - Mar 23, 2016

BP Construction Script doesn't print the correct Relative Location of a child component User Description: Construction script ignores components changed in the map This bug prevents quite a lot o ...

MaterialExpressionSubtract doesn't compile in plugins

UE - Graphics Features - Mar 23, 2016

Adding the following code to a plugin source file prevents the associated project from compiling in visual studio whereas this code will compile successfully inside of a class added directly to the ...

Project Crashes with Warning: LightPropagationVolume.dll is Missing From Your Computer

UE - Graphics Features - Mar 23, 2016

After disabling LightPropagationVolume in Plugins Editor, upon restart editor issues warning message 3 times and crashes, leaving project unable to be opened. REGRESSION: This does not occur in UE ...

Get mouse X and Get mouse Y prevent the user from moving their camera

UE - Gameplay - Input - Mar 23, 2016

If the user uses the Get mouse X or the Get mouse Y nodes in their project, they will no longer be able to look around their level using the mouse input. ...

Crash when incorrectly calling the parent constructor

UE - Foundation - Core - Mar 23, 2016

Crash when incorrectly calling the parent constructor ...

Procedural Mesh Component Convert to Static Mesh

UE - Gameplay - Mar 23, 2016

Add option to convert Procedural Mesh Component should contain the option to convert a generated mesh into a Static Mesh so users can use it through the Content Browser and use the LOD system. ...

Selecting Public/Private when created a class forces any classes added after to either be Public/Private as well

Tools - Mar 22, 2016

In the New C++ Class window when naming the project, if Public or Private are selected (next to runtime) all classes created after that point will assume Public/Private with no option to have neithe ...