Warnings after Launching onto Mobile

UE - Platform - Mobile - Oct 27, 2016

Launching onto android causes 1-3 warnings in the output log. I ensured that the mobile device was connected to Epic-Secure. LogTcpMessaging:Warning: Discovered node '00529FEE320A011C0032002F8B3E2F4 ...

Crash when Enabling 'Generate Mesh Distance Field' and Restarting Project

UE - Foundation - Core - Nov 2, 2016

A user has reported that he gets a crash on his machine upon restarting after enabling the 'Generate Mesh Distance Fields' option within the Project Settings > Rendering options The callstack for t ...

FBX sockets (that are parented to a mesh) import rotated when using axis conversion

UE - Editor - Content Pipeline - Import and Export - Nov 4, 2016

If you have socket locators parented to the mesh in Maya and you have a Y-Up environment, the sockets will import to UE4 with an incorrect orientation. See attached images. ...

A stopped sequencer track will be updated one more time after RestoreState has been called

UE - Anim - Sequencer - Oct 11, 2016

A licensee reports that updating a stopped track that has already had it's state restored can cause problems. We should investigate why the update is happening and if it can be safely removed. ...

Cannot render more than one shot in a Master Sequence

UE - Anim - Sequencer - Oct 17, 2016

Cannot render more than one shot in a Master Sequence Regression: YES Worked: 3164219 4.14 Releases Broken: 3164583 4.15 Dev-Sequencer ...

Access violation when calling Stop + SetSequence from Event set in Event Track

UE - Anim - Sequencer - Sep 5, 2016

When using the Event Track to call an event in the Level Blueprint that stops a LevelSequence and then assigns that LevelSequence from another will result in an Access Violation. ...

Unable to remove StaticMesh LODs in editor

Tools - Jan 18, 2016

Static Mesh LODs cannot be removed after import from the Static Mesh Editor unless you have Simplygon installed. Hovering over the tooltip for "Number of LODs" indicates this as well with "Auto mesh ...

Difference in Shader Complexity view mode between Static Mesh and Painted Foliage Actors after Enabling 'Dbuffer Decals' in Project Settings

UE - Graphics Features - Oct 19, 2016

The 'Shader Complexity' view mode is rendering differently between regular Static Meshes and Painted Foliage instances after enabling 'DBuffer Decals' The user is reporting that this does not seem ...

Tracks don't reset to default actor state when "Active" is disabled

UE - Anim - Sequencer - Jun 8, 2016

Tracks don't reset to default actor state when "Active" is disabled Tags: inactive Sequencer ...

If shot track ends short of the Master Sequence length, all actors return to default state

UE - Anim - Sequencer - Oct 14, 2016

If shot track ends short of the Master Sequence length, all actors return to default state. This becomes an issue when you need the actors manipulated in Shot 1 to maintain their "end state" into s ...