Tiling for image widgets secretly carries over from image to box setting

UE - Editor - UI Systems - Aug 10, 2015

When using an image widget if the user selects tiling under the image option and then changes the "Draw as" option to box. The tiling setting will remain even though "box" does not have a tiling opt ...

SphereGradient3D Material Function has unconnected (or unnecessary) Scene Depth Call

Docs - Samples - Aug 10, 2015

The SphereGradient 3D Material Function has a 'Custom Simple Depth Biased Alpha' section which utilizes Scene Depth but remain unconnected to the output of the material function. Users are reportin ...

Reimporting Meshes after renamed in Engine or Modeling Program break reimporting

UE - Editor - Content Pipeline - Import and Export - Aug 10, 2015

If you import multiple meshes from a single FBX file, then rename the asset in the Engine or in the Modeling Program, you will no longer be able to reimport asset until you complete overwrite import ...

Small line at the bottom of 3D Widgets when widgets positions are set to x=0,y=0

UE - Editor - UI Systems - Aug 10, 2015

If the user sets a widget to the position x=0,y=0 and then applies this as a widget component, there will be an artifact at the bottom of the widget that is the color of the widget that is in this p ...

Static light reflections do not honor Min Roughness settings for lights.

UE - Rendering - Aug 10, 2015

When using static lighting with Reflection Captures, the light sources Min Roughness setting is not honored. This is part of the new update for Reflection Capture Actors to render the light shape ...

Layered destructible meshes do not simulate correctly

UE - Simulation - Physics - Destruction - Aug 10, 2015

Layered destructible meshes do not simulate in the same way between UE4 and PhysX Lab. The observed issues are: 1) After first fracture no more damage is applied 2) Areas seem to react differently ...

Sound plays twice when switching camera modes

UE - Audio - Aug 7, 2015

Playing a sound (firing weapon) and switching the camera mode will cause the gunfire sound to play twice, once from the weapon's position when it's fired and again as through the sound was coming fr ...

Using /*/ to create multiline comments in header files can prevent Visual Studio from successfully building a project.

UE - Foundation - Core - Aug 7, 2015

If a multi-line comment is made in a header file using the format /*/ at the beginning and ending of the comment, UHT will fail to compile the project and will display the following errors: 1> C:/ ...

Data Only blueprints Class Defaults page become uneditable during runtime

UE - Gameplay - Blueprint - Aug 7, 2015

During runtime, a data only blueprint's class defaults tab becomes greyed out and uneditable during runtime. The values for specific instances can still be edited via the detail's pane. ...

Window position is broken when using Windows 7 WINVER.

Tools - Aug 6, 2015

A user reported that the Window Position calculation is incorrect with Windows 7 WINVER. The source code appears to be using the calculated left value for the left side of the window, but the calcul ...