Compiling a project while any editor process is open triggers a hot reload

UE - Foundation - Cpp Tools - Hot Reload - Jan 20, 2017

If you attempt to compile a project while an editor process is running, even if it is of another project entirely, it will hot reload the project instead of doing a normal compile. This can create i ...

Ensures for Pixel and Vertex Shaders occur when running TM-ShaderModels with -onethread

UE - Rendering - Jan 20, 2017

Two ensures fire when opening the TM-ShaderModels Map in QAGame with the -onethread argument. The callstacks look identical with the exception that one is for a pixel shader and the other is for a v ...

Crash when opening TM-ShaderModels with -onethread

UE - Rendering - Jan 20, 2017

An assert fails when opening the TM-ShaderModels map in QAGame with the -onethread argument. The crash does not occur on any other maps tested. Two other ensure occur before the assert, those issues ...

ContentExamples: BlueprintRenderToTarget heightfield painter renders black and has no functionality

UE - Rendering - Jan 19, 2017

Observed on all native platforms ...

In Persona, the lighting rig rotation changes when switching between profiles

OLD - Anim - Jan 19, 2017

When the user switches between profiles in Preview Scene Settings, the lighting rig rotation changes randomly, and doesn't stick with the rotation that was set in the profile. ...

Last frame of sequence does not render out.

UE - Anim - Sequencer - Jan 19, 2017

Noticing that the last frame of a sequence does not render out properly. ...

Crash when using a Self reference with a Custom Event variable

UE - Gameplay - Blueprint - Jan 19, 2017

Crash when using a Self reference with a Custom Event variable that is using Pass By Reference. The crash only seems to occur if the setup was created in the Player Controller class. This was origi ...

Inconsistent results when creating a Blueprint from a custom User Widget code class

UE - Editor - UI Systems - Jan 19, 2017

Depending on how a Blueprint is created from a custom User Widget code class, the resulting Blueprint may not be a Widget Blueprint as expected. Right-clicking on the code class in the Content Brows ...

Post-Process "Dirt Mask Intensity" is nested within Bloom instead of Dirt Mask

Tools - Jan 19, 2017

With the Post Process Settings overhaul complete, Dirt Mask options have been split out of Bloom. Dirt Mask Intensity, however, is still within Bloom. This leads to an inconsistent user experience. ...

Multiple Post Processing displays are not working in Content Examples - Post Processing

Docs - Samples - Jan 18, 2017

While going through a GPU pass, film setting in post processing isn't working as expected. This does not seem to be GPU specific The displays should resemble the images in the documentation - PPE ...