Make PostProcessSettings reference to Blendables are listed as not tagged correctly

UE - Graphics Features - Dec 7, 2015

Attempting to change the Weight of a Weighted Blendable at runtime via the Level Blueprint leads to a warning generated by the Make PostProcess Settings node:Warning Blendables - the native proper ...

Tappy Chicken in 4.10 via Github has asset dependency issues which halt packaging

Docs - Samples - Dec 7, 2015

Tappy Chicken when downloaded as a 4.10 project and opened in a Github version of the engine, the TappyAutomated Map has "externally referenced" assets which cause the engine to be unable to packag ...

Gear VR media texture split when looking opposite direction

UE - Platform - XR - Dec 4, 2015

When using a media texture asset the video will run fine when playing in the the headset, but if you look the opposite direction the image fills the screen and splits in half. This is reproducible ...

Widgets begin to clip incorrect when placed in side of a configuration of Scale box > Canvas Panel > Scale Box

UE - Editor - UI Systems - Dec 4, 2015

If the user deleted the canvas panel and then uses the following hierarchy:[]Scale Box v []Canvas panel v []Scale Box v [] Other widget The "other widget" will clip incorrectly ...

Creating a FText variable in code causes child blueprint to not update on compile

UE - Gameplay - Blueprint - Dec 4, 2015

If a class has an FText variable defined in code when a blueprint based on the class is placed in the level it does not update the BP variable if it is changed/ compiled. ...

Leading space in front of block comment above UCLASS Macro prevents compile

UE - Foundation - Core - Dec 4, 2015

If a block comment is used above the UCLASS Macro, leading spaces before the start of the comment causes UHT to fail and the solution to fail compile with a "Missing 'UCLASS' in Class declaration" e ...

Difference in Physics on Client in Standalone vs PIE

UE - Networking - Dec 3, 2015

Difference in force on an actor on a client in a dedicated server scenario between PIE and Standalone. Tested in 4.10 and 4.11. Test project attached. ...

Post processing rendering artifacts Nexus 6

UE - Platform - Mobile - Dec 3, 2015

When you push a mobile targeted project to the Nexus 6, the rendering is all sorts of wrong. When you hover over to where the items are, the screen goes black. There is also a large black or cyan sp ...

Local class variables do not correctly populate

UE - Gameplay - Blueprint - Dec 2, 2015

Local class type variables do not correctly populate with default value information. Variables of a class type populate with default value information normally. ...

Blueprints can be created for a class after removing the class from the project

UE - Gameplay - Blueprint - Dec 2, 2015

If a class is added then removed from a project, blueprints can still be created based on the deleted class. ...