Reducing Resolution Scale affects Selection Accuracy in Viewport

UE - Graphics Features - Nov 17, 2015

When reducing the Resolution Scale the selection accuracy is reduced greatly, and makes it difficult to click and move objects in the viewport when PIE or Simulating. ...

VR mode does not appear to work in stand alone (4.10)

UE - Platform - XR - Nov 17, 2015

If the user plays in stand alone and uses the short cut Alt+Enter, the VR mode does not kick in as expected ...

Client async package loading issues

UE - Networking - Nov 17, 2015

Client async package loading issues Refer to:https://udn.unrealengine.com/questions/267971/client-async-package-loading-issues.html#answer-269334 ...

references to interfaces remain in blueprints after being deleted when copying functions

UE - Gameplay - Blueprint - Nov 17, 2015

If an interface is deleted from a blueprint and the functions are copied over references to the interface remain in the reference viewer of the editor. ...

Landscape editor doesn't find layers in material functions

UE - LD & Modeling - Terrain - Landscape - Nov 17, 2015

Comments from Jack: >LandscapeMaterialsParameterValuesGetter calls GetAllParameterNames<> which does handle functiions >ALandscapeProxy::GetLayersFromMaterial should use GetAllParameterNames<> ins ...

Intermittent crash in CacheOptimizeIndexBuffer on Editor startup on Linux

UE - Platform - Linux - Nov 16, 2015

Building 4.10 from the GitHub release branch on Linux fails to open after install and instead crashes User Suggested Fix: Switching triangle order optimization off with r.TriangleOrderOptimization= ...

Crash When Adding a second animation timeline after adding keys to the first

UE - Anim - Sequencer - Nov 16, 2015

If the user adds a second time line to a widget blueprint after the first has had a key frame add then the editor will crash if the curve editor is selected. ...

Spring Controller seems inverted/counter-intuitive

OLD - Anim - Nov 16, 2015

Two different users have pointed out that the spring controls seem inverted and/or counter intuitive: The first post: https://answers.unrealengine.com/questions/328098/spring-controller-seems-to- ...

Using Collapse to Function with a For Each Loop Adds a Return Node to the Loop Body

UE - Gameplay - Blueprint - Nov 16, 2015

When you create a blueprint setup with a For Each loop and attempt to use Collapse to Function, the return node is connected to the loop body as well as the completed pin. This causes an issue becau ...

Serialization to archive corrupts data

UE - Foundation - Core - Nov 16, 2015

Values stored inside variables becomes corrupted after creating an FBufferArchive variable (FBufferVar), setting FBufferVar.ArForceByteSwapping = true; and then storing the original value in FBuffer ...