MOBILE PACKAGING WIZARD cannot locate maps if the project is placed in the default path.

Tools - Sep 29, 2016

MOBILE PACKAGING WIZARD cannot find maps when the project's path is located in the default path (C:\Users\User.Account\Documents\Unreal Projects) ...

Need to update to libpng for Android; current one triggers security alert on Google Play

UE - Platform - Mobile - Sep 28, 2016

We are using libpng 1.5.2 which is triggering this alert from Google on Android apps: [Link Removed] Need to update the library. ...

Crtl Z Does not Undo Settings Edits in Landscape mode

UE - LD & Modeling - Terrain - Landscape - Sep 28, 2016

This was discovered through reworking a test case. I noticed the bug when I was hitting crtl Z through all of my edits and noticed that the brush size value did not change even though the notificati ...

Cannot save actor after actor component modification, Graph is linked to private object(s) in an external package

UE - Gameplay - Blueprint - Sep 28, 2016

Cannot save actor after actor component modification. The user gets the error Graph is linked to private object(s) in an external package ...

Draw Material to Render Target renders black in Standalone

UE - Graphics Features - Sep 28, 2016

The 'Draw Material to Render Target' in blueprints renders black when launched in Standalone. This is not the case when using the same blueprint and running PIE. The interesting thing about this is ...

Crash when garbage collecting a deleted AudioVolume

UE - Audio - Sep 28, 2016

It appears that the actor isn't properly destroyed until the exit, despite being deleted. By that time, the root component (the brush) has already been destroyed, thus when it's accessed in AAudioVo ...

When using "Meta = (MakeEditWidget = true)" for a UPROPERTY, edits in blueprint defaults are not reflected unless Editable when Inherited is false

UE - Gameplay - Blueprint - Sep 28, 2016

The widget diamond created when using MakeEditWidget does not update the transform of a placed instance unless Editable When Inherited is false. This appears to relate to the blueprint settings, wh ...

NavMesh movement sweep behavior should not be based on bGenerateOverlaps

UE - Gameplay - Player Movement - Sep 28, 2016

A separate new flag should be used to control the sweep behavior of characters using Nav Walking behavior in CharacterMovementComponent. Existing assets should upgrade to set the value of this new f ...

Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE

UE - Audio - Sep 28, 2016

Real Time Audio stops playing sounds after exiting PIE with the 'Enable Sound' option disabled. The tooltip states, "Whether to play sounds while in a Play in Editor session." This setting does no ...

tvOS becomes non responsive after killing a launched on app from Mac

UE - Platform - Mobile - Sep 28, 2016

tvOS locks up with the following message being repeated in the device log:Sep 28 10:27:50 Apple-TV-Joey UE4Game[610] <Notice>: [2016.09.28-14.27.50:752][188]LogHttp:Display: Sleeping 0.5s to wait fo ...