Variables can no longer be set as a DataTableRowHandle type

Gameplay - Blueprint - Sep 14, 2015

Variables can no longer be set as a DataTableRowHandle type. The option is no longer available in the Variable Type dropdown. This is a regression: this was possible in 4.7.6. Reproduced in 4.8.3 b ...

Removing BlueprintReadWrite from a UPROPERTY declaration doesn't make existing nodes invalid

Gameplay - Blueprint Compiler - Sep 11, 2015

Blueprint nodes that exist as a result of the UPROPERTY() macro don't get disabled once the "BlueprintReadWrite" or "BlueprintReadOnly" is removed as a parameter in the UPROPERTY() macro. The nodes ...

Adjusting Agent Radius in RecastNavMesh causes AI to not move

Gameplay - AI - Sep 9, 2015

Adjusting the RecatNavMesh in a map can cause the AI to not move when simulating or playing in viewport. Setting it back to the default value does not fix the issue. I can only reproduce this with ...

GitHub 1512 : Fix for MorphTarget propagation to slave/child meshes

Gameplay - Sep 1, 2015

See https://github.com/EpicGames/UnrealEngine/pull/1512 (shelved in CL 2675531) It appears that 4.9 introduced a bug that prevents slave skeletal meshes from getting MorphTargets propagated. This ...

Distance Fields do not work with Directional Lights when using a AMD Radeon card.

Rendering - Aug 25, 2015

Distance Field shadows do not appear to be working with those using Radeon series cards. Sample project attached DXDiag of machine that is having the issue is attached. AMD Radeon 200 series. ...

Base Pass Instruction Count increases on Compile and Save, then resets upon reopening Material

Rendering - Aug 24, 2015

Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...

VR Preview crashes when the number of players is greater than one

Virtual Reality - Aug 18, 2015

If the user has the number of players set to more than one, the VR preview will crash. ...

Post Processing Does Not Account For Screen-Percentage Quantization

Rendering - Jul 30, 2015

When changing r.ScreenPercentage the final value used for buffer generation is clamped to the nearest 4 pixels to aid in post processing and other steps. During post processing the same calculation ...

Using Tortoise SVN causes the engine's source control to be inconsistent

Tools - Jun 16, 2015

If a user decides to use Tortoise SVN, the error messages given for needing to have things checked out is inconsistent. If there is a blueprint which references another blueprint, and the reference ...

Investigate Tessellation Performance on Landscape

Tools - Landscape - Apr 22, 2015

I have been seeing a few answerhub threads about very low performance on tessellation with landscape. What is puzzling is that it does not seem to change performance whether low or high tessellatio ...