IsValidOrFixable can be false even when IsValid is true in RawMesh.cpp

UE - Graphics Features - Mar 14, 2016

In RawMesh.cpp, there are two functions called IsValid and IsValidOrFixable. A user has reported that there may be an issue here where IsValid can be true while IsValidOrFixable is false. From look ...

FIntVector has some code that refers to it being two dimensonal

UE - Gameplay - Mar 10, 2016

There is code in the FIntVector class (IntVector.h) that seems to be copied from the FIntRect class which is a problem since FIntRect is two dimensonal while FIntVector is three dimensional. The one ...

Vertex Paint on Static Mesh Component in BP is lost on Packaged and Standalone Game

UE - Gameplay - Blueprint - Mar 10, 2016

BP Static Mesh Components are not retaining the vertex color applied to them in a level when you play in Standalone or Package a Project. You will get the correct results however when you PIE. Thi ...

Mouse Position Lags behind Cursor in Editor if Framerate Drops

Tools - Mar 9, 2016

Mouse position lags behind cursor in editor if framerate drops. This can be especially problematic for individuals who quickly select assets as the mouse position may lag behind the cursor location ...

Using a custom #define as the condition for a UFUNCTION's declaration will cause the function to not show in blueprints

Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...

Focal Point is not cleared when SetFocus is used

The Focal Point that is set for an AI Controller doesn't get reset when Set Focus is used. This causes the character to turn back to the focal point if the actor that is set as the focus is destroye ...

MapsToCook is not relative and is ignored if the project's directory is moved

UE - Foundation - Core - Cooker - Mar 3, 2016

If the MapsToCook is set in the editor using the "List of maps to include in a packaged build" and the project's directory is moved, the list is no longer valid as it was pointing to the specific fi ...

Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server

UE - Networking - Feb 25, 2016

Adding an Actor Component that is set to Replicate to an Actor that is also set to Replicate disconnects the Client from the Server. Note: this does not occur if the Actor Component is already added ...

Get Ping in ms returns 9999 in a packaged game when tested on systems not on the same network

UE - Networking - Feb 25, 2016

Get Ping in ms returns 9999 in a packaged game when tested on systems not on the same network. This does not prevent Client connection to the Server. Note: my understanding is this would be caused ...

Viewport Renders Black when adding a Third Player using Splitscreen Multiplayer

UE - Graphics Features - Feb 24, 2016

As the title suggests, whenever you attempt to add a third player using splitscreen, whenever the third player is created the viewport renders black. This only occurs when the viewport is sized to a ...