Teleport only affects static mesh of destructible meshes, collision remains at original location

UE - Simulation - Physics - Destruction - Sep 15, 2015

Teleporting a destructible mesh only transports the mesh of the object, the collision remains where it was originally located. Further, if the player runs into the collision, the static mesh will re ...

Renaming components in blueprints resets default values for all instances

UE - Gameplay - Blueprint - Sep 15, 2015

Renaming a blueprint component and presing ocmpile will reset any altered instances of the blueprint to default values. ...

Reset Instance Changes to Blueprint Default does not revert changes made to instances

UE - Gameplay - Blueprint - Sep 15, 2015

creating an instance of a blueprint and making changes to the instance will not respect "Reset Instance Changes to Blueprint Default" when pressed from Details Pane. ...

Moving Editor tabs causes them to jump around the screen on Linux

UE - Platform - Linux - Sep 15, 2015

Dragging an editor tab around (blueprints, material, content browser, etc.) causes the tab to jump around the screen. EDIT: Attempting to wire blueprint and material editor wires produce the same e ...

PhysicsHandle::GrabComponent creates offset from hit location

UE - Simulation - Physics - Sep 15, 2015

When trying to create a "impaled" effect with a physics handle, calling GrabComponent creates an offset between the hit location and the projectiles location. This causes the skeleton to be "impale ...

Scene Capture 2D causes Android to Crash

UE - Platform - Mobile - Sep 15, 2015

Scene Capture 2D causes the app to crash on Android in ETC2. I checked iPhone and I did not receive a crash. ...

NavMesh does not update properly when "Can Ever Affect Navigation" is toggled (For Static Meshes)

UE - AI - Sep 15, 2015

This issue is related to [Link Removed] (which was fixed). However if the user creates a new actor and then adds a static mesh they can end up with permanent holes in their nav mesh. If the user tog ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...

Simple Move in sublevels does not properly function

UE - AI - Sep 14, 2015

Using simple move to location in sublevels causes the blueprint not to respond or function correctly. ...

IToolkit.h is not self-contained and requires additional includes to compile

Tools - Sep 14, 2015

Using IToolkit.h in a file causes the project to not compile because IToolkit.h requires additional include statements. Suggestion to add SlateBasics.h as an include to IToolkit.h so that it can co ...