Instanced meshes velocities fix

Rendering - Sep 21, 2016

"We've been able to enable velocity rendering when using instanced rendering. However, by looking at the generated vertex shader the computation of the previous position seems to be incorrect: flo ...

Negate Blueprint Macro Returning Original Value

Gameplay - Blueprint - Sep 21, 2016

The Negate blueprint macros (NegateInt, NegateFloat) are returning the original value. Found in 4.12.5 CL 3039270. Reproduced in 4.13 CL 3106830 and 4.11.2 CL 2946394. ...

Auto-generated lightmap doesn't use some UV islands with the packed lightmap UV

Rendering - Sep 20, 2016

Some faces from the UV0 for the texture UV are not used when repacking for the auto-generated Lightmap UV even if the faces are split and visible in the UV0. Attached example mesh. ...

Skylight does not honor the Visibility settings when hidden

Rendering - Sep 19, 2016

The Skylight actor cannot be disabled when using 'Hide' from the right-click context menu or using the visibility eye icon in the World Outliner. ...

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 ...

Attempting to Change Global Variable to Local Variable in a Function Containing a Timer Causes Compiler Error

Gameplay - Blueprint - Sep 14, 2016

When attempting to replace a global float variable with a local float variable that is connected to a Timer node in a blueprint function, an error will appear after trying to compile. This does not ...

'Get Children Components' Not Returning Static Mesh that Simulates Physics

Gameplay - Sep 14, 2016

Using the Get Children Components node does not seem to be returning static mesh components that have simulate physics set to true. If simulate physics is disabled, the static mesh will be containe ...

ResavePackages commandlet with Build Lighting applies level transform each time

Core - Cooker - Sep 13, 2016

While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...

[CrashReport] UE4Editor_Engine!FMaterialShaderMap::GetMeshShaderMap() [materialshader.cpp:2197]

Rendering - Sep 13, 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: (Index >= 0) & ( ...

AI Character Twitching Severely When Moving To Vector Set on Tick

Gameplay - AI - Sep 13, 2016

When setting a vector key on tick, and using a dynamic Nav Mesh, the AI Character exhibits severe twitching, and even occasionally gets stuck. This does not occur when the Nav Mesh is set to Stati ...