Metal crash on iOS with Loading Screens

UE - Platform - Mobile - Sep 13, 2016

When "Support Forward Rendering with Metal is set, packaged projects will crash on iOS device at splash screen This was tested on an iPhone 5S, asset #5065 ...

Packaging Fails When Media Player->Open Source is Used in C++

Media Framework - Sep 13, 2016

When attempting to use a media player asset in code, packaging will fail with the error message shown below. Could not find a native player for [...]4.13/Content/Movies/Tutorial.wmv This occurs ev ...

ResavePackages commandlet with Build Lighting applies level transform each time

UE - Foundation - Core - Cooker - Sep 13, 2016

While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...

Packaged game crashes with empty callstack when exiting game through steam VR overlay

UE - Platform - XR - Sep 13, 2016

Packaged game crashes with empty callstack when exiting game through steam VR overlay. The application is exited but is fallowed up with a crash ...

[CrashReport] UE4Editor_Engine!FMaterialShaderMap::GetMeshShaderMap() [materialshader.cpp:2197]

UE - Graphics Features - Sep 13, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: (Index >= 0) & ( ...

Setting FActorSpawnParameters::bRemoteOwned causes inconsistent behavior when spawning actors

UE - Gameplay - Sep 13, 2016

If FActorSpawnParameters::bRemoteOwned is set to true, calling SpawnActor with this spawn param on begin play has different behavior than calling the SpawnActor elsewhere during runtime. If using n ...

[Feature Request] IntPoint not exposed to blueprints

UE - Gameplay - Sep 13, 2016

IntPoint struct is not exposed to blueprints ...

Depreciated nodes in Custom Functions do not show in warning log

UE - Gameplay - Blueprint - Sep 13, 2016

Depreciated nodes in Custom Functions do not show in warning log ...

AI Character Twitching Severely When Moving To Vector Set on Tick

UE - AI - Sep 13, 2016

When setting a vector key on tick, and using a dynamic Nav Mesh, the AI Character exhibits severe twitching, and even occasionally gets stuck. This does not occur when the Nav Mesh is set to Stati ...

LineTraceComponent incorrectly derives HitLocation from Procedural Mesh Components

UE - Gameplay - Sep 13, 2016

LineTraceComponents do not return the correct HItLocation from Procedural Mesh Components. ...