Navigation system's queries should pass agent parameters to NavData

Gameplay - AI - Oct 14, 2015

FPathFindingQuery seems to be best candidate ...

Expose 'WorldUp' direction for CableComponents

Gameplay - Oct 13, 2015

When the Cable component is set to specific rotations it will no longer render the cable actor that is attached to a mesh. Image is attached with multiple setups. Workaround to get it to render: ...

PhysX Crash when spawning Instanced Static Mesh actors at Runtime

Physics - Destruction - Oct 13, 2015

Bug generated from crash reporter. This crash has been found in 4.7.6 and still occurs in 4.8.3 and 4.9.2 to users. One user in particular still, and he experiences it often. I have not been able ...

Navigation agent selection fails during navmesh generation

Gameplay - AI - Oct 9, 2015

Attached UDN thread and user's project nail the issue down really well. ...

Cannot "hit" character in PhysicalAnimation Content Example 1.2

Docs - Samples - Oct 8, 2015

Cannot "hit" character in example 1.2 of the PhysicalAnimation map in Content Examples Does not occur in 4.8.3 ...

Crash on Exiting or Starting PIE with Weight Blended Landscape on ES2 Preview Level

Tools - Landscape - Oct 8, 2015

When you are in Rendering Preview Level ES2 (Mobile/HTML) and have a level which has a landscape with weight-blended layered material painted on, PIE will crash on Start of or Exit from. [Link Remo ...

UDP Messaging causes extra network traffic on some network setups

Networking - Oct 7, 2015

A few users are experiencing strange network traffic from UDP Messagine. They notice it on other devices connected to the network. In some setups, it can even cause you to have cable TV interrupti ...

Visible dithered quantization to remove banding in New Temporal AA Quality

Rendering - Oct 6, 2015

Since changing the temporal history buffer to 11:11:10 from FP16, it looks as there is visible dithered quantization to remove banding when rendering. (Taken from conversation on Forum Post linked f ...

CharacterMovementComponent::ApplyRepulsionForce uses the BodyIndex incorrectly as a bone index

Physics - Oct 5, 2015

The code to extract the FBodyInstance from the overlapping component is incorrectly interpreting the Overlap.BodyIndex as a BoneIndex. This results in incorrect bodies getting the force applied, as ...

Behavior tree execution stuck when aborting a latent task from abandoned subtree

Gameplay - AI - Oct 5, 2015

Aborting instance (subtree) needs to be stored and ticked. ...