Cvars Not Applied To iPad Pro Correctly

UE - Platform - Mobile - Dec 1, 2016

When creating a device profile that sets specific cvars for the ipad pro. They don't seem to be loaded or used in a launched game or in a packaged game. While testing in 4.10 if I changed the IOS d ...

Auto-Exposure Overriding Preview Scene Profile Settings

OLD - Anim - Nov 30, 2016

The static mesh preview scene profile settings for post processing is being overridden after closing and re-opening any static mesh. ...

Virtual Joystick inactive opacity ignored when Prevent Recenter is on

UE - Platform - Mobile - Nov 30, 2016

Using a touch interface with Prevent Recenter set to true prevents the joysticks from fading to their Inactive Opacity setting. Regression?: No This also occurred in 4.13.1 ...

Landscape Sculpt Brush Gets Hidden Unexpectedly

UE - LD & Modeling - Terrain - Landscape - Nov 28, 2016

While sculpting (holding left mouse button) if you press the right mouse button the brush will disappear. The brush will remain hidden while sculpting until the right mouse button is pressed once ag ...

Using Alt+Click to break Transition node connections cannot be undone using the Undo command

OLD - Anim - Nov 28, 2016

Using Edit->Undo or Ctrl+Z has no affect after breaking using Alt+Click to break the connection of transition nodes. In the My Blueprint tab, extend Graphs->AnimGraph Regression: No - Same behavio ...

Hot reloading after changing custom trigger volume code causes the volume bounds to vanish

UE - Gameplay - Nov 28, 2016

When the code for a custom trigger volume is changed and a hot reload is preformed, the green bounds of the volume disappear and the volume can no longer be interacted with. The bounds do not reapp ...

Trigger Volume bounds do not appear for custom Trigger Volume class until editor is restarted

UE - Gameplay - Nov 28, 2016

After creating a class based on Trigger Volume, adding an instance of the custom class to the viewport does not show the green bounds of the volume until after the editor is closed and restarted. T ...

Back Lighting For Hair Shader Changes Its Falloff Unexpectedly

UE - Graphics Features - Nov 28, 2016

The dynamic shadow distance will change the falloff for back lighting on the hair material. The parameters listed for back lighting occlusion in the material graph didn't seem to have any effect. ...

World Aligned Blend Ignores Mesh Scale

UE - Graphics Features - Nov 25, 2016

When scaling the mesh the world aligned alpha projected onto the mesh doesn't adjust or change according to the surface of the mesh. It appears that scale is locked in object space so an object with ...

Setting Asset ID reference to instance on a different level causes reference to be lost on reload if asset is renamed.

UE - Gameplay - Blueprint - Nov 25, 2016

When a variable of type AssetID is set to an asset on another level, the reference to the second asset is lost after reloading the project if the second asset is renamed. Regression: No - this beha ...