Switching CanEverAffectNavigation on a Dynamic Obstacle Leaves Original Area Behind

Gameplay - AI - Sep 15, 2016

When setting Can Ever Affect Navigation to false, moving it, and then setting it back to true, the originally affected area remains, and it also creates a new affected area. This occurs each time y ...

[CrashReport] UE4Editor_Landscape!FLandscapeEditDataInterface::SetAlphaData() [landscapeeditinterface.cpp:2617]

Tools - Landscape - Sep 8, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...

Convert selected components to Blueprint Class will crash if the Actor is not tagged as BlueprintSpawnableComponent

Gameplay - Components - Sep 2, 2016

The editor will crash when using "Convert Selected Components to Blueprint Class" for actors that the root component is not tagged as a BlueprintSpawnableComponent. ...

[CrashReport] UE4Editor_MaterialEditor!CastChecked<UMaterialGraphNode,UEdGraphNode>() [casts.h:192]

Tools - Material Editor - Aug 31, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Access violation - code c0000005 ( ...

Scene color is copied every draw call if materials read from it (redundant copy optimization is broken)

Rendering - Aug 31, 2016

See TranslucentRendering.cpp // todo: this optimization is currently broken DrawingContext.bSceneColorCopyIsUpToDate = (DrawingContext.TranslucenyPassType == ETranslucencyPass::TPT_Separat ...

Foliage frustum cull based on incorrect bounds size

Tools - Foliage - Aug 22, 2016

When changing the static meshes of a Foliage instance by swapping the mesh or changing the scale (build settings) of the mesh, the bounds for the mesh do not appear to update to use the new bounds. ...

[VR] Camera attached to non-root scene component in BP will sink into floor after Reset to Floor Origin

Virtual Reality - Aug 12, 2016

When a project is first created following the Setting up UE4 to work with SteamVR docs, the Vive camera works correctly and will display at the correct height. However, if at any point during develo ...

Shadow Physics Assets drop-down is visible in the Destructible Mesh Editor

Physics - Destruction - Aug 10, 2016

The option to assign a Shadow Physics Asset is located in the Destructibles Details panel even though they are only supported for Skeletal Meshes currently. This assigned shadow physics asset cannot ...

UGameplayStatics::SpawnEmitterAttached keeps relative location when SnapToTarget is used.

Gameplay - Aug 10, 2016

UGameplayStatics::SpawnEmitterAttached will keep relative position when using SnapToTarget. ...

Umlauts in config files cause encoding issues when synced through Perforce

When an Umlaut character is in an .ini file in the Engine that is in Perforce as a Text file type, the encoding for the text file becomes messed up once it is synced. This does not occur when testin ...