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 ...

Component is not compatible error on project restart

Gameplay - Blueprint - Aug 30, 2016

Component is not compatible error on project restart User Description: I try to find a static mesh component in an array from the "hit component" and it compiles and works perfectly fine with abso ...

All clients return "Client -2:" when using a print string in UMG

Gameplay - Jul 5, 2016

All clients return "Client -2:" when using a print string in UMG ...

Full Scene Importer Blueprint will only set as Movable Components

Tools - Import - Jun 22, 2016

When importing a full scene using the Full Scene Importer and having it create a Blueprint actor that will set it's default mobility to static. Even unchecking the Import as Dynamic option will not ...

Setting subcategory specifier for struct properties prevent the properties from appearing in editor when using ShowOnlyInnerProperties

Tools - Jun 20, 2016

Setting subcategory for struct variables and using ShowOnlyInnerProperties causes variables with subcategory to not appear in the editor. ...

Get Location at Distance Along Spline returns inaccurate information

Tools - Mar 7, 2016

Get Location at Distance Along Spline returns inaccurate information. The distances between locations seems to change without pattern along the spline path between two spline points if the spline po ...

Generate Project Files is not automatically run after Switch Unreal Engine Version on Mac

Core - Feb 8, 2016

When converting a project to a different version of the engine, the GenerateProjectFiles.command process is not ran as it would be on Windows with GenerateProjectFiles.bat. This can cause issues, es ...

Review/unify dithering and fading systems

Rendering - Jan 25, 2016

High priority item: "Hi guys, I was looking to a GPU capture of our foliage and all draws were set with the KILL_ENABLE register enabled. This register force off Early Z rejection since the GPU ha ...

Actors in sublevels do not replicate to Clients after Seamless ServerTravel

Networking - Dec 9, 2015

Actors in sublevels do not replicate to Clients after Seamless ServerTravel. The user reporting this noted that "[...] UNetDriver::IsLevelInitializedForActor() keeps returning false even when the ac ...

references to interfaces remain in blueprints after being deleted when copying functions

Gameplay - Blueprint - Nov 17, 2015

If an interface is deleted from a blueprint and the functions are copied over references to the interface remain in the reference viewer of the editor. ...