Packaging for DLC with plugin multiple times causes failure due to file path length

When the DLC is being built for a project and stored in a plugin, the result is normaly until the DLC is packaged multiple times. This leads to the file path becoming more and more nested each time. ...

Save On Compile options in the Compile dropdown menu are grayed out in the Level Blueprint

UE - Gameplay - Blueprint - Feb 17, 2016

Save On Compile options in the Compile dropdown menu are grayed out in the Level Blueprint. If Save On Compile is not an option for the Level BP, it might be helpful to have a separate tooltip expla ...

Destructible does not return Hit Bone Name when using OnComponentHit Event

UE - Simulation - Physics - Destruction - Feb 17, 2016

When using a Destructible Mesh in a bluprint and trying to return the Hit Bone Name will result in "none" being printed. However, using a simply line trace from the individual bone names from a frac ...

Changing the mobility of an actor attached to a Skeletal Mesh in the level will change the mobility of the skeletal mesh

UE - Gameplay - Feb 16, 2016

Items attached to the Skeletal Mesh in the World Outliner can alter the Mobility of the Skeletal Mesh. Licensee specifically does not want to have any automated changes to asset mobility to happen ...

User's editor crashes when using a certain EditorLayout.ini

UE - Editor - UI Systems - Slate - Feb 16, 2016

The users editor crashes on open when changing the layout ...

User's packaged game crashes after opening level 5+times

UE - Editor - UI Systems - Slate - Feb 16, 2016

A user's project crashes when a level is opened 5 or more times ...

AddChildActorComponent in Construction Script Causes Pending Kill Error

UE - Gameplay - Blueprint - Feb 16, 2016

When using AddChildActorComponent in the construction script of an actor and attempting to get a reference to the child actor that is stored in a variable on Event Begin Play, the editor throws erro ...

TMap and TSet variables do not display properly when inspecting in VS2015

UE - Foundation - Core - Feb 16, 2016

When inspecting a TMap variable during runtime, the value of the variable is not displayed properly inside VS2015. Screenshots included to show what the TMap variable looks like in VS2013 (ProperTM ...

Source assumes that TG_PrePhysics is the first tick group

UE - Gameplay - Feb 16, 2016

Licensee has reported an issue with the source code and proposed a fix. The issue is that the source is assuming that TG_PrePhysics is the first tick group in all cases. Information can be found abo ...

A point light's source length appears to be 0 if too many are on screen at once

UE - Graphics Features - Feb 15, 2016

If a user places too many point lights on screen at once with a source length greater than 0 it will appear as though the length is 0 ...