Timespan Set in Blueprint Default Not Returning Correct Value

Core - UObject - Dec 19, 2016

Timespan properties created in C++ but set in blueprints are not returning the correct values. ...

Setting window resolution to a higher amount than the screen's current resolution leads to incorrect Aspect Ratio and black bars

Rendering - Dec 16, 2016

When the resolution is set to a height that is higher than the monitor's current resolution in Windowed mode without Constrain to Aspect Ratio enabled in the Camera, the aspect ratio becomes squishe ...

An InstancedStaticMesh component set to Stationary doesn't register overlaps

Physics - Dec 16, 2016

An InstancedStaticMesh component set to Stationary doesn't register overlaps. However, overlaps are registered on Static and Movable. There is also an issue where actors that start overlapped with ...

Using save all after moving a newly created asset to another folder will cause the asset to also exist in its original location

Tools - Dec 16, 2016

When you move an asset that has been freshly created and not yet saved, it will leave behind information that will get saved by Save All. This saved data isn't visible in the editor but is present i ...

Specular Displays Incorrectly In ES2

Platform - Mobile - Dec 15, 2016

Specular seems to be much brighter in ES2 to the point to where a bright specular highlight will appear even with a value of 0. ...

FindCollisionUV always returns False on Skeletal Meshes

Gameplay - Dec 14, 2016

FindCollisionUV always returns False on Skeletal Meshes User Description: In UE 4.14.0, the blueprint "Find Collision UV" functions doesn't work properly with Skeletal Meshes. While it works fine ...

GPU Particles Do Not Use Local Space For Axis Lock

Rendering - Niagara - Dec 14, 2016

When using local in an emitter GPU sprites won't honor this setting with the lock axis module. ...

Render Target "Auto Generate Mips" Does Not Work As Expected

Rendering - Dec 12, 2016

The auto generate mips feature for render targets doesn't seem to work. The generated mips render black. ...

Billboards Flicker At Great Distances and when overlapped with meshes

Rendering - Dec 9, 2016

When actor billboards are very far from the camera they will begin to flicker. They flicker in our shooter game project as well so the distances aren't so extreme that they are unreasonable. ...

ShooterGame weapon meshes are not consistent in Blueprint vs Editor viewports.

Gameplay - Blueprint - Dec 8, 2016

Opening the WeapGun or WeapLauncher blueprints will show that Mesh3P has a relative rotation of -90, however both meshes are shown overlapping each other. When an instance of the blueprint is added ...