Stop>Set Sequence>Play causes spawnables to be duplicated

UE - Anim - Sequencer - Aug 30, 2016

Stop>Set Sequence>Play causes spawnables to be duplicated There is an alternate repro (see attached image) that uses Create Level Sequence Player, but that one seems expected since it is, well, cre ...

Left-Clicking in an Ortho Viewport While Using a Custom Editor Mode Causes the Mouse to be Hidden

Tools - Aug 30, 2016

Left clicking in an orthographic viewport while using a custom editor mode, such as the foliage tool, will cause the cursor to disappear. ...

Selecting an object while simulating will stop the objects physics

UE - Simulation - Physics - Aug 28, 2016

Selecting an object that is simulating physics while the simulating will cause that object to stop simulating physics. Moving the object with the widget and releasing will cause the physics to begi ...

Fix center of mass calculations with welding.

UE - Simulation - Physics - Aug 25, 2016

Welding components uses precomputed weights for to determine center of mass for the actor. This can cause problems when users want to specify custom weights for certain components. ...

Editor freezes when rendering directly to C:\ from Sequencer

UE - Anim - Sequencer - Aug 24, 2016

Editor freezes when rendering directly to C:\ from Sequencer Unable to confirm, but I suspect this could be directly related to the drive being an SSD. The user cannot render to their C:\ and D:\ ...

AI Acceptance Radius Still Used on Partial Path

UE - AI - Aug 24, 2016

When using a partial path, the AI Character is still taking the acceptance radius into account. ...

Crash retargetting AnimBP with "Allow remapping to existing assets" enabled

OLD - Anim - Aug 24, 2016

4.12 version of the crash: [Link Removed] Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] Array index out of bounds: 1 from an array of size 0 Sourc ...

FSkeletalMeshMerge::CalculateLodCount calculates minimum LODs improperly

UE - Gameplay - Aug 23, 2016

CalculateLodCount tries to bound the output LOD count as at least one (count >= 1), but actually bounds it as no more than 1 (count <= 1). Just need to change a FMath::Min to FMath::Max. ...

FBX objects with "ncl1" suffix conflict with "Combine Meshes" disabled

Tools - Aug 23, 2016

FBX objects with "ncl1" suffix conflict with "Combine Meshes" disabled I've found that you can name objects with identical names(For example, "Test") in 3DS Max or Maya (they must be under differe ...

[CrashReport] UE4Editor_Engine!ULevel::GetWorldSettings() [level.cpp:1781]

Tools - Aug 22, 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: Assertion failed: WorldSettings != ...