Cannot Add Actor Blueprints to Object Library When Base Class is Set to Actor

Tools - Jan 25, 2016

Setting the base class dropdown of an Object Library to Actor prevents you from being able to add any actors to the library. This occurs even when the Has Blueprint Classes bool is checked. Found ...

Initializing and setting Physics Constrained in the Construction Script doesn't work in PIE

UE - Gameplay - Jan 25, 2016

Initializing and setting Physics Constrained in the Construction Script doesn't work in PIE Could be related directly too: https://jira.ol.epicgames.net/browse/UE-7878 User description: However, ...

Sounds played via Matinee do not respect Pause and Play of Matinee

Tools - Jan 25, 2016

When you place a substantially long Sound Cue/Wave in an Empty Group of a Matinee and set the Matinee to play on level load then on a key press pause the matinee and play the matinee, the sound grou ...

Certain console commands/variables do not show their description text in the console window

UE - Foundation - Core - Jan 25, 2016

Console variables such as "t.maxFPS", "CauseHitches", "t.unsteadFPS", and help "help" (these were all tested, there may be more untested with the same behavior) have description text in code howeve ...

Circular Throbber does not appear to be affected when setting the tint

UE - Editor - UI Systems - Jan 25, 2016

Circular throbber does not appear to change colors when changing the tint ...

FBX imports non-sequentially named Skinxx id's will not import all material elements

UE - Editor - Content Pipeline - Import and Export - Jan 25, 2016

When importing an asset that is using the naming convention for SkinXX to order material elements does not work properly when the elements are not sequential. Any material that is not in sequential ...

Complex Collision as Simple causes odd Overlap behavior

UE - Simulation - Physics - Jan 25, 2016

When triggering overlap events with a Static Mesh using Complex Collision as Simple, the overlap Begin and End events will be triggered rapidly in sequence. Changing to Default collision will fix t ...

Packaging Error When Setting Recast Nav Mesh Runtime Generation

UE - AI - Jan 25, 2016

Setting the Runtime Generation on the Recast Nav Mesh to a different preset than what is set in the Project Settings causes an error to appear upon trying to package the project, and causes the pack ...

Review/unify dithering and fading systems

UE - Graphics Features - Jan 25, 2016

High priority item: "Hi guys, I was looking to a GPU capture of our foliage and all draws were set with the KILL_ENABLE register enabled. This register force off Early Z rejection since the GPU ha ...

Log Text, Log Location, and Log Box Shape, do not appear in Blueprint Visual Logger or Output Log

UE - AI - Jan 24, 2016

Debug information from blueprint visual loggers (log text, loglocation, logboxshape) do not print to either the message log or output log. This can be problematic as the visual debugger specifically ...