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 ...

Previewing Nav Mesh in DX12 Mode causes Editor to Crash

UE - Graphics Features - Mar 7, 2016

In UE4.11p6, previewing Nav Mesh in DX12 Mode causes Editor to crash. ...

TextureEditorModule.cpp: Layout registered with 'Texture' but unregistered with 'Texture2D'

Tools - Mar 4, 2016

Layout is registered for class 'Texture' but unregistered for class 'Texture2D' ...

AWorldSettings::FixupDeltaSeconds() is arbitrary and hardcoded

UE - Gameplay - Mar 4, 2016

FixupDeltaSeconds clamps delta time in a non-configurable way. ...

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the editor using the "List of maps to include in a packaged build" and the project's directory is moved, the list is no longer valid as it was pointing to the specific fi ...

Set World Location Not Working on Skeletal Meshes with Simulate Physics Enabled

UE - Gameplay - Mar 3, 2016

When a skeletal mesh is set to simulate physics, using the Set World Location node to set the world location of the mesh does not seem to be working. Turning simulate physics off causes the mesh to ...

Packaged project crashes when using get "Get Data Table Row" and Nativize blueprint Asset is set to true

UE - Gameplay - Blueprint Runtime - Mar 2, 2016

Packaged game will crash on open when using Nativize blueprint asset in the project settings if the user is calling the node Get Data Table Row ...

Function Library function will cause a project to fail when packaging if Nativize Blueprint Assets is checked to True

UE - Gameplay - Blueprint Runtime - Mar 2, 2016

If the user uses a function from a function library while Nativize Blueprint Assest is check to true in the project setting then the project will fail to build when packaging. ...

Clean up NaN checks in CharacterMovementComponent

UE - Gameplay - Player Movement - Mar 1, 2016

Some old NaN checks in character movement use checkf() which will crash, those should be ensures. Other code is inconsistent in using either ENABLE_NAN_DIAGNOSTIC (with side effects), and some users ...

Load String fails to load when launched onto a mobile device

UE - Platform - Mobile - Mar 1, 2016

If the user uses the node load string and then launches onto a device than the web browser will be blank. Note: This node appears to work fine in editor ...