Fix pause flags when recycling sound sources

UE - Audio - Dec 12, 2016

Issue is due to pause flags getting recycled when new sound sources are used from the sound source pool. This is a regression since 4.13, causing audio to pop. ...

Clear Timer by Function Name does not appear to be callable from a widget blueprint if the function is owned by a UObject

UE - Editor - UI Systems - Dec 12, 2016

Clear Timer by Function Name does not appear to be callable from a widget blueprint if the function is owned by a UObject. The Timer clears when the custom event is called by other blueprints, howev ...

Billboards Flicker At Great Distances and when overlapped with meshes

UE - 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. ...

The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset

UE - Simulation - Physics - Dec 9, 2016

The AngularLimit visualizer isn't displayed as expected when adjusting the AngularRotationOffset. You can manually rotate the PhysicsConstraint and it will rotate the AngularLimit visualizer, howe ...

Trying to set/change an element of a fixed-size TAssetPtr array in the Editor results in a crash.

UE - Foundation - Core - Dec 9, 2016

Trying to set the value of an element of a fixed-size TAssetPtr array in the Editor results in the Editor crashing. This did not occur in 4.13. The attached callstack is from debugging the project ...

Renaming a blueprint to None will cause the blueprint to become unusable

UE - Editor - Framework - Content Browser - Dec 9, 2016

Renaming a blueprint to None will cause the blueprint to become unusable. The first time an item is named it will prevent the user from naming it "None". However, when renaming the asset the user ca ...

Move component to (Rotation) appears to take the shortest path by default

UE - Gameplay - Blueprint - Dec 8, 2016

Move component to (Rotation) appears to take the shortest path by default ...

Setting the Game state class in the game mode to "GameState" will cause the character in the third person template to lose input

UE - Gameplay - Dec 8, 2016

Setting the Game state class in the game mode to "GameState" will cause the character in the third person template to lose input ...

Project fails to package with const BluperintFunctionLibrary function and Nativize Blueprints set

UE - Gameplay - Blueprint Runtime - Dec 8, 2016

If a blueprint function library has a function that is const, the project will fail to compile if Nativize blueprint is set to true. ...

Limited range of motion when controlling the camera view with the mouse

Tools - Nov 30, 2016

Unable to control the camera freely using the mouse. This is a regression from 4.14 ...