Depth Fade Particles are not rendered on iOS when Mobile HDR disabled

UE - Graphics Features - May 7, 2015

Depth Fade and Fresnel inputs in a Particle's Material will result in the particle not rendering unless Mobile HDR is checked true on an iOS device. Also Reproduced in Main Promotable-CL-2535351 S ...

Slider Values are not working inside of a blueprint

UE - Gameplay - Blueprint - May 7, 2015

Slider Values are not working inside of a blueprint in 4.8 Preview 1. User Description: Problem with the numeric float/int boxes in the editor in Blueprints, if for example open the TPS Template a ...

Deleting a function in a parent class that is over written in a child class will cause a crash

UE - Gameplay - Blueprint - May 7, 2015

The editor crashes after deleting a function in a parent class that has been implemented and over written in a child class. ...

Shipping builds do not execute .exe

After playing with it and attaching in the debugger, it's sitting forever in MigratePreviousEngineIni(). It seems to be looping on DirectoryExists forever, likely here: while(PreviousVersion.GetMi ...

Temperature slider seems to be inverted

UE - Graphics Features - May 6, 2015

The slider for the temperature gauge on lighting seems to be inverted. The cooler the temperature is, the redder the shade. The hotter the temperature gets, the cooler it looks (blue). ...

Adding a key frame to the curve editor in UMG adds multiple keyframes

UE - Editor - UI Systems - May 6, 2015

When Right clicking and selecting add key frame to an animation on the curve editor in UMG there appears to be multiple keys being added to the timeline. ...

Dev Folder is referencing/being referenced by UE4_Mannequin

Docs - Samples - May 6, 2015

Basically UE4_Mannequin is causing a dev folder to show up if you add the template as a content pack. It's a few materials that are being kept there. ...

Cannot disable the NavLinkProxy through the Smart Link option

UE - AI - May 6, 2015

Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...

Incorrect Sampler Type of Normal Texture Samples for M_CobbleStone_Rough Material from Starter Content

Docs - Samples - May 6, 2015

The M_CobbleStone_Rough Material from Starter Content needs to have all the Normal Texture Sampler Types set to 'Normal' from 'Color' ...

Functions that are placed in a graph do not update when pins are added/subtracted

UE - Gameplay - Blueprint - May 6, 2015

If the user creates a function and then places it into the event graph and then goes back and add and output pin the function that is already in the graph will not update and will need to be replace ...