Crash assigning spline mesh on tiled landscape

UE - LD & Modeling - Terrain - Landscape - Jun 1, 2015

Crash assigning mesh to spline on tiled landscape. ...

NavMesh does not build correctly to SkeletalMesh collision

UE - AI - Mar 16, 2015

NevMesh cuts out holes for collision incorrectly with Skeletal Meshes. Skeletal Meshes with "Can Ever Affect Navigation" set to true and that have a Physics Asset are capable of causing this. ...

NavLinkCustomComponent fail to register if loaded with the level

UE - AI - May 29, 2015

NavLinks are failing to work due to UNavLinkCustomComponent::OnRegister being called before the creation of the UNavigationSystem. This results in the NavLinkUserID remaining 0 and the link never tr ...

NavMesh generates 90 degrees rotated for custom collisions

UE - AI - Apr 16, 2015

The NavMesh creates breaks at the wrong rotation if the mesh is using collision created from outside of UE4. This is obvious in a lot of the market content with special collision created in maya/3d ...

The Collision Analyzer window does not render correctly if it is opened from the console anywhere other than when in PIE mode using the selected viewport.

Tools - May 7, 2015

The Collision Analyzer does not display properly if it is opened from the console outside of the Editor. When it is opened in PIE mode using the selected viewport, the Collision Analyzer window is d ...

Splitting transform pins on add component nodes creates an additional transform pin when duplicated

UE - Gameplay - Blueprint - May 28, 2015

If an add component node is duplicated after the transform pin has been split, it will create an additional transform pin and keep the original split variables. ...

Swarm Agent Local Host of Coordinator not showing up in Coordinator

UE - Foundation - Core - May 26, 2015

A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...

Adaptive Tessellation is not updating correctly on moving mesh

UE - Graphics Features - May 28, 2015

User who has been working with an Ocean Shader for some time noticed that on updating to 4.8 Previews, the Adaptive Tessellation is not updating correctly when the mesh displaces from out of camera ...

Unreal Frontend output log is garbled if using non-ASCII language

UE - Foundation - Core - May 25, 2015

If you set the editor language to a non-ASCII language like Japanese, Korean or Chinese, any localized strings that have non-ASCII characters will appear as "?" in the output of UnrealFrontend. [Im ...

Converting Texture Sample to Parameter when MipValue set to "Level" or "Bias"

UE - Rendering Architecture - Materials - May 27, 2015

When a Texture Sample's MipValue is set to something other than "none" (which adds the extra pin), attempting to convert that Texture Sample to a parameter will cause the Editor to crash. (Simple r ...