Changes made to a sublevel in a persistent level do not transfer to the primary sublevel .umap

Tools - Oct 21, 2016

Changes made to a sublevel in a persistent level do not transfer to the primary sublevel .umap, however changes made to the .umap appear when it is loaded as a sublevel. Regression (yes) issue (do ...

Construction script does not properly find location of socket if parameter changed in details pane

UE - Gameplay - Blueprint - Oct 20, 2016

Construction script does not properly find location of socket if parameter changed in details pane. If the actor is moved in the viewport, it prints as expected. Regression (yes) issue (does not) ...

Rotation rate is X and Z are flipped when using UDK Remote compared to on the device

UE - Platform - Mobile - Oct 20, 2016

The X and Z rotation axis coming from Rotation Rate swap when being tested with UDK Remote and when the application is on the device. ...

Instanced Stereo enabled makes Material Billboard Components only Rendering in One Eye for Vive

UE - Platform - XR - Oct 20, 2016

Material Billboard components are only rendering in one eye with the 'Instanced Stereo' setting enabled in the Project Settings > Rendering menu. If instanced stereo is disabled, it renders as expe ...

Master Sound Class Volume Changes not Propagating to Child Sound Classes

UE - Audio - Oct 20, 2016

Changing the volume of the Master sound class does not propogate to children when using the 'Set Sound Mix Class Override' node within blueprints. ...

Log message in ExclusiveLoadPackageTimeTracker is written incorrectly and means the opposite

UE - Foundation - Core - Oct 20, 2016

A licensee has pointed out that a log message in ExclusiveLoadPackageTimeTracker at line 191 is saying the opposite of what it means. This is the line in question:UE_LOG(LogLoad, Log, TEXT(" ... ...

Event calls do not trigger for coponents created during runtime

UE - Gameplay - Input - Oct 20, 2016

ComponentBeginOverlap / ComponetBeginCursorOver / ect. events do not trigger for a component that is added during runtime. ...

IsRunningGame( ) is false on iOS when running on device

UE - Platform - Mobile - Oct 20, 2016

When running project on iOS Devices, IsRunningGame( ) in CoreMisc.h returns false. ...

Widget Component Does Not Cast Shadows From Certain Lights

UE - Editor - UI Systems - Oct 19, 2016

The widget component acts differently under different lighting types. For example it will cast a shadow if being lit by a directional light but won't otherwise. It also seems point lights affect t ...

Difference in Shader Complexity view mode between Static Mesh and Painted Foliage Actors after Enabling 'Dbuffer Decals' in Project Settings

UE - Graphics Features - Oct 19, 2016

The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals' The user is reporting that this does not seem ...