Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted

UE - World Creation - Worldbuilding Tools - Foliage - Jun 14, 2016

Deleting foliage actor from foliage menu removes actors from level viewport, but does not remove them from PIE until editor is restarted. Regression (no) issue (does) occur in 4.11.2 ...

[CrashReport] UE4Editor_Slate!SMultiBoxWidget::GetCustomizationVisibility() [multibox.cpp:931]

Tools - Jun 14, 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: Result == FPrope ...

Listen Server Character Movement appears to have no Interpolation

UE - Gameplay - Player Movement - Jun 14, 2016

Listen Server Character Movement appears to have no Interpolation causing the character's movement to appear choppy ...

Adding a C++ CameraComponent to the Vehicle in the Vehicle C++ template causes compilation errors.

Docs - Samples - Jun 14, 2016

When adding a C++ component based off Camera Component to the vehicle BP in the C++ Vehicle template, the code will fail to compile. Error message: D:\Epic Games\4.11\Engine\Source\Runtime\Engine ...

[CrashReport] Assertion failed: GIsHotReload inside UObjectBaseUtility::GetOutermost()

UE - Foundation - Core - Jun 14, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: GIsHotReload [Link Removed] [Line: 564] Source Context: 103 ...

[CrashReport] UE4Editor_Engine!FAnimCurveBase::SetCurveTypeFlag() [animcurvetypes.cpp:18]

OLD - Anim - Jun 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: Access violation - code c0000005 ( ...

GetOverlappingComponents does not work on Mobile

UE - Simulation - Physics - Jun 13, 2016

The GetOverlappingComponents node isn't working correctly on mobile devices. It seems like it may only not be registering components that are spawned at runtime, as it does change the number of over ...

Emissive for Static Lighting looks incorrect when using lower Static Lighting Level Scale

UE - Graphics Features - Jun 13, 2016

When using a lower value for Static Level Lighting Scale in the World Settings under Lightmass the blending of the area lights is not blended together for a smooth emissive look. Instead, there are ...

Instance changes no longer propagating to ChildActor after updating from 4.11.2

UE - Gameplay - Jun 13, 2016

Function parameters do not appear to pass the correct information after updating from 4.11.2 ...

Crash when selecting Perforce in Source Control dialog box

Tools - Jun 13, 2016

Attempting to connect to perforce as the source control provider, the editor is crashing with listed callstack. ...