Bugg 60426: "SEGV_MAPERR at 0x3"

UE - Foundation - Core - Jul 21, 2015

Crash Report: [Link Removed] Multiple Mac users reporting crash at 35% Start up *See crash reporter Bugg 60426 ...

Crash upon attempting to compile a blueprint while Git source control is active

If a user connects to source control through the Git plugin and creates a repository, when they try to compile a blueprint, they can sometimes crash ...

Swarm Coordinator is not distributing Lighting Builds

UE - Foundation - Core - Jul 20, 2015

Swarm Coordinator in 4.8.1/2 is not distributing light builds across accessible agents. If you have and open a Coordinator included in the 4.7.6 build of the Engine, Coordinator is distributing cor ...

White flash in loading screen which switching levels

Transitioning between levels causes a split second flash when using loading screens. This may be caused when one level is loaded out, before the next level has been loaded in. ...

Extremely far out zoom creates jagged lines where meshes overlap.

UE - Graphics Features - Jul 17, 2015

I created a very large static mesh and then put a basic floor underneath it withe the bottom of the mesh overlapping the floor. I then created a camera 250,000 cm out from the mesh and zoomed in usi ...

Light as if Static Does not persist on Minimal Default level after save and Restart

Tools - Jul 17, 2015

Loading a new project with starter content and changing the table from static to movable, and changing to light as if static, the option does not persist after save and restart. ...

PhysX Crash when Spawning Destructible Meshes at Runtime

UE - Simulation - Physics - Jul 17, 2015

I was only able to reproduce this issue after receiving the user's project. The project he provided crashes when I follow his directions, but after looking at the blueprints involved in the crash r ...

Generating Lightmap UVs doesn't automaticly switch LightMapCoord Index

Tools - Jul 17, 2015

When Import a meshes then open the staticmesh editor and turn on the "Generate Lightmap UVs" in the Build Settings. Then hit apply button to genereate the Lightmaps. It will generate the Lightmap bu ...

FString.Mid doesn't react appropriately when given negative values for the Count variable

UE - Foundation - Core - Jul 16, 2015

If you use a 5 character string (hello) to call the Mid function and provide 0 for start, -1 for count, it'll give you the entire string. This should either return an assert or treat all negatives a ...