Particle disappears if it is using PSA_Velocity and setting custom time dilation 0

Rendering - Dec 7, 2016

A licensee reported some of their particles disappear when setting the actor's custom time dilation 0. This seems to happen when a particle is using PSA_Velocity as Screen Alignment. This repros in ...

Crash Importing some assets with "Keep Overlapping Vertex"

Tools - Import - Nov 29, 2016

Download offending asset here: [Link Removed] Error message: Assertion failed: NewPosition >= 0 [Link Removed] [Line: 452] Source Context: 438 virtual ~FFileHandleWindows() 439 ...

Smooth Replicated Character Movement Causes Mesh Transform to be Reset to Default

Gameplay - Player Movement - Nov 22, 2016

When moving a character, attempting to change the relative location of one of the character's components is causing it to remain at the default location. If you do not move the character, the locat ...

ScreenAlignedUV doesn't work correctly on some mobile devices chipsets

Platform - Mobile - Nov 21, 2016

Using ScreensAlignedUVs material node on some devices does not render correctly at farther distances. Devices tested with: Working: iOS 5s and Pro Working: S7 Edge - SM-g935P Working: LG G4S - ...

Switching a code project created in a source-built Engine to use the binary Engine results in files being deleted from the binary Engine installation

Tools - Nov 18, 2016

If a code project is created in an Engine built from source code, and then it is switched to use a binary Engine installed by the Launcher, building the project in Visual Studio will result in numer ...

[CrashReport] UE4Editor_UnrealEd!UTransBuffer::Cancel() [editortransaction.cpp:697]

Tools - Nov 17, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 833] ...

Calling SetupAttachment/AttachToComponent with 'this' as the parent inside a USceneComponent subtype's C++ ctor for nested component subobjects will result in all instances of the nested default subobject trying to attach to the CDO at registration time.

Gameplay - Nov 16, 2016

This occurs because the 'AttachParent' property is a UPROPERTY, and as a result when we create a new instance of a USceneComponent subtype, any USceneComponent subtypes it owns are treated as instan ...

Force Delete of Referenced SpeedTree Instance causes Crash

Rendering - Nov 10, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: IsValid() [Link Removed] [Line: 780] Source Context: 1873 ...

Fbx scene re-import is not marking as dirty new asset

Tools - Nov 10, 2016

Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...

Changing Blueprint Interface's Const Status Doesn't Update Blueprints its Already Implemented In

Gameplay - Blueprint - Nov 8, 2016

Implementing an interface that contains const functions and later attempting to change these functions to be non-const does not update the status of the functions inside of the actor they are implem ...