Editor crash when enabling Distance Field AO Visualization in the Forward Renderer

Rendering - Jan 9, 2017

When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...

Incorrect shading for SubSurface profile in the Blueprint Viewport.

Rendering - Features Teams - Dec 30, 2016

The Subsurface shading looks incorrect in the Blueprint Viewport window. Adjusting the cvar for r.sss.checkerboard from the default value of 2 to 1 looks more correct and a value of 0 switches back ...

Timespan Set in Blueprint Default Not Returning Correct Value

Core - UObject - Dec 19, 2016

Timespan properties created in C++ but set in blueprints are not returning the correct values. ...

Mesh reduction crash with asset imported using FBX Scene Importer

Rendering - Nov 30, 2016

The editor will crash when using Mesh Reduction on an asset imported using the FBX Scene Import options. This same asset will not crash the editor if it has been imported using the normal Import opt ...

USceneComponent::PropagateTransformUpdate could avoid calls to MarkRenderTransformDirty when transform does not change

Gameplay - Nov 16, 2016

From the UDN: "In USceneComponent::PropagateTransformUpdate, even when Transform has not changed, Bounds are updated and MarkRenderTransformDirty is called. I think that judging whether Bounds have ...

FRenderTarget::ReadPixels does not populate FColor array properly in packaged build

Rendering - Nov 1, 2016

When the ReadPixels function is called, the FColor array that is passed in has its elements populated when in PIE and Standalone but array elements are empty in a packaged project. ...

Material billboards cannot be scaled

Rendering - Oct 17, 2016

Material billboards cannot be scaled. The Material billboard appears to be unaffected by setting its scale ...

Landscape Collision Offset with Visibility Mask

Tools - Landscape - Oct 12, 2016

Landscape Collision is offset when using the Landscape Visibility Mask. If you paint a hole within the landscape and use the Third Person Template character to walk over the holes, the character wil ...

IntPoint not exposed to blueprints

Gameplay - Scripting API - Sep 13, 2016

IntPoint struct is not exposed to blueprints ...

StrategyGame audio is inconsistent between PIE and Standalone

Docs - Samples - Aug 17, 2016

Audio is inconsistent between PIE and standalone game. When the user is in PIE, attenuation appears to be working as expected, but when in standalone game there appears to be no attenuation. ...