Re-enable rendering categories on UMaterialBillboardComponent

UE - Gameplay - May 5, 2015

Looks like the thread died in IM. I think we should re-enable the categories that were removed in 4.6. ...

Timer significantly lowers FPS as compared to tick running the same function

UE - Gameplay - May 1, 2015

Timers set to a low time setting, but that are not set lower than tick, have a significant impact on FPS as compared to tick when updated a large number of objects at the same time. ...

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false

UE - Gameplay - Apr 30, 2015

'Set Playback Position' node fires Timeline event even if 'Fire Events' is set to false. User Description: Basically using the set playback position node to set a new time position for a timeline ...

Creating a class derived from Trigger Base or its subclasses fails in editor

UE - Gameplay - Apr 30, 2015

Attempting to create a class with the parent set to Trigger Base, Trigger Box, Trigger Capsule, or Trigger Sphere will fail to create the class ...

IgnoreActorWhenMoving node doesn't work if the actor variable is set per instance

UE - Gameplay - Apr 30, 2015

IgnoreActorWhenMoving node doesn't work if the actor variable is set per instance. ...

A Mesh that is attached to a skeletal mesh by a Socket will not accurately follow when transitioning from animation to ragdoll

UE - Gameplay - Apr 29, 2015

A Mesh that is attached to a skeletal mesh by a Socket will not accurately follow when transitioning from animation to ragdoll. This is potentially due to the Frame Delay that the engine uses. ...

Set Material from a Spawned Class renders World Default Material

UE - Gameplay - Apr 29, 2015

When using a Blueprint to Spawn an Actor Class then using a Set Material Node, the engine will register a material change but will only show the World Default Material. Also Reproduced in Main Prom ...

Destroying actor sets object to 0,0,0 for one frame before actually destroying

UE - Gameplay - Apr 29, 2015

Actors destroyed are set to 0,0,0 for one frame, which causes collision temporarily before they are completely removed. This only occurs on objects that are attached to a component using the attach ...

Trace complex for assets simulating physics does not show accurate collision

UE - Gameplay - Apr 27, 2015

When using Trace Complex in a LineTraceByChannel node does not give accurate results when object is simulating physics and scaled. The scaled root mesh in the BP will only register its collision rat ...

'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly

UE - Gameplay - Apr 22, 2015

'Is Case Sensitive' option on the Switch on String node doesn't toggle correctly. User Description: The "Is Case Sensitive" option when you use a switch on string function in blueprint doesn't wor ...