PathInstance reuse is not fully supported

UE - AI - Oct 26, 2015

Check UDN for details:FindPath repathing on partial path overrides Error result (missing path reset)FindPath doesn't update last repath time, although it does set initial value for newly created one ...

Change background color/tooltip of behavior tree's root level decorators

UE - AI - Dec 1, 2015

Users find it confusing when they add decorators on root composite and none of those decorators work. We need to keep them for subtree feature though. And it can result in root-note decorators not ...

Memory Use Steadily Increases in Editor With No Tabs Open

Tools - Nov 24, 2015

When in the editor, the memory use steadily increases ~1mb/s and rises indefinitely. This occurs without having any tabs open, and without performing any actions in the editor. Found in 4.10 Binary ...

API reference links are not working

Docs - Nov 30, 2015

Developer reported that the links under the contents section of the API reference aren't working: [Image Removed] ...

Navigation System leaks memory when dynamic navmesh is used

UE - AI - Nov 5, 2015

I was able to repro it locally with any project configured for runtime navmesh generation. Loading an empty and navigation-populated maps in turns results in constant increase in navigation memory c ...

Crash when using "Set Key Time" on an animation key in UMG

UE - Anim - Sequencer - Nov 25, 2015

If the user right clicks a key in the animation timeline in UMG and uses "Set key time" the editor will crash. [Link Removed] ...

CharacterMovementComponent::ApplyRepulsionForce uses the BodyIndex incorrectly as a bone index

UE - Simulation - Physics - Oct 5, 2015

The code to extract the FBodyInstance from the overlapping component is incorrectly interpreting the Overlap.BodyIndex as a BoneIndex. This results in incorrect bodies getting the force applied, as ...

Crash when Child Actor Component overlaps Parent static mesh inside of the blueprint editor

UE - Gameplay - Sep 21, 2015

Crash when Child Actor Component, that is set to Destroy Other Actor on overlap, overlaps Parent static mesh inside of the blueprint editor Crash Reporter: [Link Removed] ...

Crash triggering SetScalarParameterValueOnMaterial node

UE - Gameplay - Nov 30, 2015

Crash occurs when the user triggers the SetScalarParameterValueOnMaterial function node. ...

Word Count increases dramatically when Make Post Process is added to Level Blueprint

UE - Editor - UI Systems - Localization - Sep 2, 2015

When you add the Make PostProcessSettings node to the Level Blueprint without connecting it to any other node, the Word Count jumps from 657 to 2870. Removing the node and initiating a level save w ...