Having a [ or ] in a folder name will cause that filepath to be invalid for anything related to an .ini file

Tools - Feb 16, 2017

If a [ or ], which are used for syntax in .ini files, are included in a folder name, problems occur when that filepath is used for anything that is recorded in .ini files. The example given in the r ...

NavMesh Generates In-Editor But Not During PIE

UE - AI - Feb 7, 2017

The Nav Mesh is appearing in the editor, but not appearing during PIE when its Z value is set to a size similar to the floor size that it is generating on. Making the Nav Mesh Bounds Volume taller ...

Editor windows that contain viewports cause large framerate loss

UE - Graphics Features - Feb 7, 2017

When editor windows are opened that contain a viewport of some sort, the framerate of the engine drops drastically. Examples include the Blueprint Editor, Material Editor, and Persona. The viewport ...

Client Stutters When Interacting With Physics Objects

UE - Simulation - Physics - Jan 31, 2017

Characters on the client are stuttering fairly severely when interacting with physics objects, especially when their ping is high. ...

GetSubPaths does not return any paths when used in Standalone

Tools - Jan 30, 2017

Using the GetSubPaths command in Standalone does not return any paths. From the answerhub user's research, it seems that CachedPathTree in AssetRegistry.cpp is not being initialized like it is in ei ...

Compiling a project while any editor process is open triggers a hot reload

UE - Foundation - Cpp Tools - Hot Reload - Jan 20, 2017

If you attempt to compile a project while an editor process is running, even if it is of another project entirely, it will hot reload the project instead of doing a normal compile. This can create i ...

Mouse control is not obtained when clicking on a game's title bar from another app

Tools - Jan 18, 2017

A licensee has reported that gaining focus of a UE4 game window by clicking the window's title bar results in the game only receiving keyboard input and no mouse input until you also click in the ga ...

Hierarchical Instance Static Mesh's array does not reorder itself correctly

UE - Graphics Features - Jan 16, 2017

When an instance is removed from a Hierarchical Instanced Static Mesh's array, if there are indices that are further along in the array that fill that index, the last index in the array is used to d ...

EQS Context Provide Single Actor Not Saving Updates

UE - AI - Jan 16, 2017

Making a change to the Provide Single Actor function in an EQS Context blueprint does not seem to be saving properly. The EQS Testing Pawn will fail to display any test data if you change the bluepr ...

Rotating a static mesh makes it slightly smaller

UE - Gameplay - Jan 11, 2017

If a static mesh is rotated 180 degrees, it is made slightly smaller than it usually is. There are some other degrees that can give the same effect without the shrinking, such as 540. Regression?: ...