When Building Light for a SubLevel of a project, BSPs will be built into the level regardless if hidden or not

UE - LD & Modeling - Modeling Tools - BSP - Feb 23, 2016

BSPs will be built with light/shadow extrapolated even if they are placed in a hidden sub_level of the project at the time of building. Also Tested in 4.10.4, 4.11 Preview 6 and Dev-Editor-CL-28772 ...

Crash during PIE using the Spawn Actor node on EventBegin Play on Mac

UE - Platform - Apple - Feb 23, 2016

A user has reported a crash when attempting to use the 'Spawn Actor' node within his level blueprint. I was able to follow the repro steps provided in the original answerhub post and get the crash ...

Connecting a Client to a Server in PIE with Auto Connect to Server disabled will crash the editor

UE - Networking - Feb 22, 2016

Connecting a Client to a Server in PIE with Auto Connect to Server disabled will crash the editor. EDIT: simple test project attached. Make sure Auto Connect to Server is disabled, and PIE with 2 p ...

Transform gizmo on sockets can become large and unusable

Tools - Feb 19, 2016

Transform gizmo can become huge when using certain meshes to create a socket on. I don't know exactly what's wrong with this mesh, but the transform gizmo isn't expected to go nuts. [Image Removed ...

Switching levels via blueprints crashes editor

UE - Gameplay - Feb 18, 2016

Switching levels via blueprints crashes editor. This occurs using either "Execute Console Command" or the Open Level node. Frequency: 2/2 CrashReporter: N/A ...

Updating a meshes UCX collision in an FBX will not reimport with the updated collision if it's been removed

UE - Editor - Content Pipeline - Import and Export - Jan 14, 2015

DESCRIPTION: When making a mesh with custom collision with the naming convention of UCX and exporting the FBX for use in UE4 the collision will import and update if any changes are made and reimport ...