UIpNetDriver::ProcesRemoteFunction warnings appear for ShooterGame clients when switching weapons

Networking - Nov 5, 2015

The following warnings appear in the output log for ShooterGame clients when switching weapons. [2015.11.05-19.41.11:550][253]LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connectio ...

UBT not terminated when cancelling build

DevTools - UnrealBuildTool - Nov 1, 2015

When cancelling a build from Visual Studio, UBT keeps running, and another build is generally not possible until one kills the UBT process manually in Task Manager. ...

Pressing f11 while playing in editor new window fullscreens the viewport in the editor

Tools - Sep 25, 2015

Pressing F11 (in attempts to fullscreen) while playing in editor - new window causes the viewport in the editor itself to full screen as opposed to the new window that's created. expectation is 1 o ...

Using Show Mouse Cursor causes mouse to become detached from game window

Tools - Slate - Aug 24, 2015

Using the Show Mouse Cursor command (or BP node) will make the mouse appear in the game window however at that point the mouse does not interact with the game unless one of the mouse buttons is held ...

Line Attractor Strength Varies By Frame Rate

UE - Rendering - Niagara - Aug 20, 2015

The Line Attractor node seems to render differently (have different strengths) between Cascade Viewport, Editor Level Viewport, PIE and Standalone/Launched Game In trying to capture movies for this ...

Interrupting SetViewTargetWithBlend causes camera to snap to one actor

Gameplay - Aug 17, 2015

If you interrupt a SetViewTargetWithBlend with another SetViewTargetWithBlend, it snaps to the second ViewTarget instead of blending back. ...

Instanced meshes do not accurately use volume light samples when lit in a statically lit scene

Rendering - Aug 14, 2015

When using instanced meshes in a Blueprint or in foliage tool the indirect lighting cache will not correctly light these meshes. I've include a sample project with map to demonstrate what the lice ...

Set Input Mode (UI Only/Game Only/Game and UI) Does not give an error when there is not a target connected (player controller)

Gameplay - Blueprint - Aug 12, 2015

When using a node that sets the input mode for the game, the input node will not take effect unless there is a player controller specified. However, the node does not give any warning of this. ...

A Blueprint created from Actors in the level does not preserve the relationship (hierarchy and transforms) of both components

Gameplay - Blueprint - Aug 11, 2015

A Blueprint created from Actors in the level does not preserve the relationship (hierarchy and transforms) of both components. Reproduced in 4.8.3 binary, 4.9 Release (//depot/UE4-Releases/4.9/Prom ...

"Create Save Game Object" node does not throw an error on compile when no class is selected

Gameplay - Blueprint - Aug 11, 2015

When compiling a blueprint the Create Save Game Object nodes does not throw and error when there is no class selected. Throwing an error would be more consistent with other nodes such as the "Create ...