Auto Scalability always Defaults to Epic Settings on Macs

Tools - May 4, 2017

When using the Auto Scalability feature either through the Editor or through the console command, 'scalability auto', the settings default to Epic quality. Not that there are Macs out there that ca ...

Negative values in Display 1.7 of the Math_Hall map are not graphed correctly in ContentExamples

Docs - Samples - May 4, 2017

This is a regression from 4.15.2 ...

Details for new components added during hot reloading aren't complete

UE - Gameplay - Blueprint - May 4, 2017

Adding a new component in code does not show all editable options in the details panel. Ex: When a sphere component is added to a class, the Transform category will only list the Scale. Location a ...

Certain levels have little lighting in ContentExamples on Mac

UE - Graphics Features - May 4, 2017

Certain levels have really dim lighting in ContentExamples on Mac. This does not occur in //UE4/Release-4.15 on CL 3416026. Maps tested so far where the issue is noticeable: Navmesh UMG ParallaxOc ...

Warning: repairing painted vertex colors due to static mesh re-imports! in ContentExamples

Docs - Samples - May 4, 2017

Not a regressionInfo Repaired painted vertex colors in 0.0s for 2 components in /Game/Maps/Leveldesign_Workflow. Resave map to fix. Warning Spent 0.0s repairing painted vertex colors due to stati ...

Incorrect display for default exec pin for Switch nodes

UE - Gameplay - Blueprint Editor - May 4, 2017

The pin for Default for switch nodes in the preview build for 4.16 displays as a circle, this visual display for a pin is used with variables or a reroute node, but the default is and exec pin, and ...

When changing Select Node index pin from boolean to int/byte options do not update

UE - Gameplay - Blueprint Editor - May 4, 2017

When changing from boolean to Integer/Byte the select nodes options are not changed to Option 0/Option 1 and instead are left as False/True ...

Select Node disconnects option pins when the index is connected

UE - Gameplay - Blueprint Editor - May 4, 2017

When the Pins are updated for the enumeration all existing connections and literals are lost. Note this also happens when the Pin Type of the Index is changed from boolean/int/byte to an enumeratio ...

Physics Constraint Angular Limits can be violated using Leap Motion controls

OLD - Anim - May 4, 2017

Physics Constraint Angular Limits can be violated using Leap Motion controls User Description: Door is hanging on a Physics Constraint. Closed/opened door wobbles when attempting to violate angul ...

Select Node literals not populated when type resolved by connecting a pin

UE - Gameplay - Blueprint Editor - May 4, 2017

When you connect a pin to a select node and determine the type of the wild card pins the other option pins do not have their literal populated. This occurs for enums where no option is select and n ...