IsValidOrFixable can be false even when IsValid is true in RawMesh.cpp

UE - Graphics Features - Mar 14, 2016

In RawMesh.cpp, there are two functions called IsValid and IsValidOrFixable. A user has reported that there may be an issue here where IsValid can be true while IsValidOrFixable is false. From look ...

Warning in the Output Log when Switching a Local Variable from Struct to Enum

UE - Gameplay - Blueprint - Mar 14, 2016

Warning in the output log when switching a local variable from struct to Enum ...

Nested comments are not parsed correctly by UHT when a second UClass is declared

UE - Foundation - Cpp Tools - UnrealHeaderTool - Mar 14, 2016

Using nested comments when also declaring a second UClass in the same header file causes the UHT to have issues when parsing, resulting in a crash of UHT. ...

PhysX crash when SetMaterial is called

UE - Simulation - Physics - Mar 14, 2016

When provided sample project is run in PIE, crash occurs after call to SetMaterial() is made in code. Downloadable Project: [Link Removed] CrashReporter: [Link Removed] ...

Incorrect position after undoing replace actors

UE - Gameplay - Blueprint - Mar 14, 2016

In some cases after undoing a replace actors the position of a BP actor is incorrect. Not a regression from 4.10.4 CL-2872498 ...

ExponentialHeightFog is not rendering through VR

UE - Platform - Mobile - Mar 14, 2016

ExponentialHeightFog does not render for Gear VR devices when both the device and project are set for Gear VR. However, the fog does appear on a project without Gear VR enabled. Occurs On: GalaxyS6 ...

Sphere Object Not Firing Hit Events

UE - Gameplay - Mar 14, 2016

When moving a sphere using Add Actor World Offset, hit events on that sphere are not fired. However, doing the same thing with a cube causes hit events to fire off as expected. When you enable grav ...

Mouse is not captured when switching between clients when running PIE

Tools - Mar 14, 2016

If the user launches multiple clients with PIE, the mouse will only be captured by the last client launched. If the user Alt+tabs to another window than the mouse will not get captured and they will ...

Component Reference of Placed Instance does not Update after Removing the Component in Code.

UE - Gameplay - Mar 14, 2016

After creating a component in code and placing an instance of the code class/blueprint into the level, the component will still show as inherited if the component is removed from code. EDIT: Includ ...

Output log is spammed with messages from Physics engine unnecessarily

UE - Simulation - Physics - Mar 11, 2016

In a project where WITH_RUNTIME_PHYSICS_COOKING is used and creates a procedural collision component, the logs are spammed with messages about the spawned components requiring runtime physics cookin ...