Attaching a component to a socket on a character causes MoveTo to move incorrectly

UE - AI - Nov 11, 2015

When an AI controlled character has a component attached to a socket on it's mesh, MoveTo will move in a sporadic way, making the character move rapidly in random directions on its way to its destin ...

Attempting to record a demo in PIE causes a crash

When you try to use the console command "demorec" to record a demo in PIE, a crash occurs. Note: This did not occur in 4.8.3 but another crash happened when trying to run the "demoplay" console com ...

GenerateKDopAsSimpleCollision() clamps vertices that are close to the origin which results in inaccurate primitives

UE - Gameplay - Nov 10, 2015

When DOP simplified collision is generated for a mesh that has vertices that are close to the origin, part of the function till clamp any values between -0.5 and 0.5 to be 0.5 which will cause the r ...

UAIPerceptionStimuliSourceComponent never registers with required senses

UE - AI - Nov 6, 2015

UAIPerceptionStimuliSourceComponent::OnRegister tries to remove nulls from RegisterAsSourceForSenses but the condition in RemoveAllSwap is wrong. It should be SenseClass == nullptr instead. ...

Behavior of configuration file hierarchy is different from document

UE - Foundation - Core - Nov 6, 2015

Licensee reported behavior of configuration file hierarchy is different form document here (https://docs.unrealengine.com/latest/INT/Programming/Basics/ConfigurationFiles/index.html) Doc: 1. Engine ...

Navigation System leaks memory when dynamic navmesh is used

UE - AI - Nov 5, 2015

I was able to repro it locally with any project configured for runtime navmesh generation. Loading an empty and navigation-populated maps in turns results in constant increase in navigation memory c ...

Client references to non relevant actors that go NULL never remap when relevant again

UE - Networking - Nov 5, 2015

https://udn.unrealengine.com/questions/267570/actor-variable-pointer-null-after-net-relevancy-lo.html#answer-267836 ...

Injected behavior tree decorators sometimes can't access their memory block

UE - AI - Oct 30, 2015

Easiest repro with stack: NotifyDecorator (print on ReceiveExecutionStart) injected: Blackboard condition injected: NotifyDecorator works without Blackboard one in between ...

Possible memory leak in FVertexFactoryData's ClothVertexFactories

UE - Simulation - Physics - Character - Oct 28, 2015

Developer implemented their own marker system with callstack data in their own custom version of malloc/realloc/free, and they reported that there might be a memory leak in the ClothVertexFactories ...

Make AGameMode::FindInactivePlayer and related functionality easier to overload

UE - Networking - Oct 27, 2015

Investigate implementing the suggestions in the post at the additional info URL. The user ran into multiple issues trying to customize the behavior of inactive players rejoining. ...