Character blueprint tick function does not behave properly

UE - Gameplay - Jul 2, 2015

Character tick event will continue to trigger even if Start with Tick Enable is set to false. Workaround: Setting "Set Actor Tick Enable" to false on Begin Play will prevent the tick event from t ...

Landscape materials do not correctly render on iPhone 5S with version 8.3 installed

UE - Graphics Features - Jun 17, 2015

[JoshA] This is a bug in the Metal renderer. Basing on the screenshots in the Comments, it looks like some sort of precision issue in Metal shaders? Landscape materials incorrectly render when depl ...

Editor fails to create WebSocketNetDriver class

UE - Networking - Apr 28, 2015

When the Experimental HTML5 Networking Plugin is enable in the editor it allows for C++ classes with the WebSocketNetDriver parent to be created. Creating a C++ class of this type fails in the edit ...

Pass by Reference Parameter Nodes are not correctly receiving input value

UE - Editor - UI Systems - Jul 7, 2015

Calling the Dynamic Material node by right clicking in the UMG Widget Blueprint Graph yields a node which is not accessible. [Image Removed] ...

A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled

UE - Gameplay - Blueprint - Jun 19, 2015

A duplicated component in the blueprint editor is invisible and the pivot stays at 0,0,0 until compiled User Description: Since 4.8 if I duplicate a child actor component in the viewport the dupli ...

Precomputed Visibility no longer calculated on Landscapes

UE - LD & Modeling - Terrain - Landscape - Jun 24, 2015

Placing a Precomputed Visibility Volume around or through a landscape does not seem to calculate precomputed visibility for that landscape. This is a regression from behavior in 4.7.6. Also Tested ...

Cannot place static mesh in location if foliage mesh is already placed in same location

UE - World Creation - Worldbuilding Tools - Foliage - May 12, 2015

If a foliage object is already placed in level at a location, it will delete any static mesh that is placed in the same location. ...

Light Shaft Bloom Breaks when Screen Percentage is not 100

UE - Graphics Features - Jun 17, 2015

Adjusting the Screen Percentage above or below 100% will break the Light Shaft bloom. Screen at 75% - [Image Removed] Screen at 125% - [Image Removed] Screen at 100% - [Image Removed] Also repro ...

Components and Actors attached to physics objects (with weld) are not solidly attached

UE - Simulation - Physics - Jul 2, 2015

Components and Actors attached to physics objects are not solidly attached. The child actor tends to float around in relation to the parent. Occurs even when using a "Weld" attachment In the exam ...

Collisions doesn't work at BeginPlay against Instanced Meshes if their Mobility is Static

UE - Simulation - Physics - Jul 1, 2015

User reports that in 4.8 in some cases bodies for Static-mobility ISMC instances are not yet initialized when BeginPlay is called. It seems like deferred creation for level streaming should be com ...