VR Preview crashes when the number of players is greater than one

UE - Platform - XR - Aug 18, 2015

If the user has the number of players set to more than one, the VR preview will crash. ...

TAssetPtrs are not properly fixed up in client PIE instances

Tools - Aug 18, 2015

Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...

The Category setting for widgets return to "Default" after compiling

UE - Editor - UI Systems - Aug 18, 2015

When setting up categories for your widgets in the Event graph the categories will revert back to default after compiling the blueprint ...

Inconsistent UI for Parent Socket field

Tools - Aug 18, 2015

Concerning the UI, in most cases clicking on the magnifying glass will navigate to the selected asset in the Content Browser. Clicking on the magnifying glass next to the Parent Socket field result ...

The tool top for the return pin on the "Get" node for an array always says that it is an integer

UE - Gameplay - Blueprint - Aug 18, 2015

The tool tip always reads "Item Integer" for the return pin on the "Get" node. ...

Metal crash after multiple level loads

UE - Platform - Mobile - Aug 18, 2015

User has reported that they get a crash after loading levels multiple times. This crash occurs when setting a Uniform buffer. ...

Crash Typing Special Characters using US-International-PC keyboard in MacOS:10.10.4

UE - Platform - Mac - Aug 17, 2015

Typing Special Characters using US-International-PC keyboard in MacOS:10.10.4 causes the editor to crash. ...

interaction with 3D widgets are not possible when moving the pivot point

UE - Editor - UI Systems - Aug 17, 2015

If the user moves the pivot point for the 3D widget component the widget can no longer interact with. ...

Interrupting SetViewTargetWithBlend causes camera to snap to one actor

UE - Gameplay - Aug 17, 2015

If you interrupt a SetViewTargetWithBlend with another SetViewTargetWithBlend, it snaps to the second ViewTarget instead of blending back. ...

Destructible meshes fracture as a whole rather than responding to locational damage

UE - Simulation - Physics - Destruction - Aug 17, 2015

When causing an impact on a destructible mesh the entire mesh will fracture, instead of only breaking around the impact point. Test project attached in UDN post ...