Replicated variables on the server do not replicated on the client

UE - Networking - Feb 18, 2015

After setting a replicated variable to true on the Server the Clients still show the variable as being set to false. ...

The size of packaged projects in 4.7 preview 8 is almost double that of the same project in 4.6.1

UE - Gameplay - Feb 17, 2015

Packaged projects in 4.7 preview 8 are significantly larger than the same projects in 4.6. Packaged projects for comparison: \\epicgames.net\root\contractors\Tim.Lincoln\Packaged Projects ...

Trying to type of a text box that is applied to a 3D widget will result in a crash

UE - Editor - UI Systems - Feb 16, 2015

After placing a Textbox in a widget and then adding it to the level in the form of a 3D widget, the editor will crash if the user attempts to use it. ...

Clear Timer node does not stop a looping timer

UE - Gameplay - Feb 16, 2015

Setting a Clear Timer node does not stop the named function from firing. ...

Default Values of Parameters from Material Function not saving in Material Instances

UE - Rendering Architecture - Materials - Feb 16, 2015

A Parameter set in a Material Function cannot be reset to a default value in a Material Instance. Reproduced in 4.7p7 CL-2440994 and Main Promotable-CL-2444381 ...

Extra Large Meshes Imported from Maya Flicker in Engine

UE - Simulation - Physics - Feb 16, 2015

Edit MattK: This probably has nothing to do with FBX. The object has a mass of 28 million kg so it would appear that the calculation of mass/physics asset is busted which is causing the flickering ...

Cmd+W and Cmd+Q Keybindings for Mac Both Close the Editor

UE - Platform - Apple - Feb 16, 2015

While in the Editor with a Mac the user can press either Cmd+W or Cmd+Q to exit. The user on AnswerHub is reporting that the Cmd+W should close an active window or tab, where as the Cmd+Q keybinding ...

Off screen nodes snapping back in to place after alterations in blueprints

UE - Gameplay - Blueprint - Feb 16, 2015

After deleting a node, other off screen nodes tend to snap back into place when panning across the blueprint. ...

If a pin is added to a node and then split only one of the pins can be removed

UE - Gameplay - Blueprint - Feb 16, 2015

If a user adds a Vector+Vector node, adds a pin, Splits the new pin, and then removes a pin the option to remove the other two remaining pins is not available. ...