Navigation system's queries should pass agent parameters to NavData

UE - AI - Oct 14, 2015

FPathFindingQuery seems to be best candidate ...

PhysX Crash when spawning Instanced Static Mesh actors at Runtime

UE - Simulation - 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 ...

Crash on suspend

UE - Platform - Mobile - Oct 13, 2015

User has reported a crash on suspend related to the display link when the game is set to be frame rate locked. ...

Typo in Auto Activate Tooltip within Blueprint Components

UE - Gameplay - Oct 12, 2015

Blueprint tooltip on auto activate within a blueprint component reads: Whether to the component is activated at creation or must be explicitly activated. It should read: Whether the component ...

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 ...

Editor crashes when adding custom CameraComponent to BP with CameraSettings hidden

UE - Gameplay - Components - Oct 8, 2015

Using the HideCategories = (CameraSettings) specifier inside a custom CameraComponent class will cause the editor to crash when the component is added to a blueprint. Restarting the editor will sho ...

Shuffling often does not shuffle last index of array

UE - Gameplay - Blueprint - Oct 7, 2015

Shuffle disproportionately does not shuffle last index in the array when using the "Shuffle Array" node. ...

Hex code that is applied to a light is forcibly changed with using the Details panel in the World Outliner

Tools - Oct 7, 2015

If a user sets the light color with a node (Set Light Color) in blueprints, it will use the exact Hex code that is given. However, if the user uses the world outliner to set the light color of a lig ...

Struct with a single unaltered element will remove the element from the struct on compile

UE - Gameplay - Blueprint - Oct 7, 2015

If used inside a UMG Blueprint, a struct that has only one element will remove the element from the struct after compiling the blueprint. If the element is edited or a second element is added then ...

Crash when destroying two components in a specific order in this user's project

UE - Gameplay - Blueprint - Oct 6, 2015

Crash when destroying two components in a specific order in this user's project. The crash occurs under two circumstances inside the LogActor Blueprint: either DestroyLogPart is called for both Te ...