PhAT Editor Crashes Engine when Collision Changed

UE - Simulation - Physics - Jun 25, 2015

When you change a section of a Multi-Convex Collision to Slyph and then Select the other sections, Engine will crash.Shift-selecting deleted convex in physics assets causes crash(From PhAT) Tried to ...

[CrashReport] UE4Editor_UnrealEd!UEditorEngine::PlayEditorSound() [editorengine.cpp:1887]

Tools - Jun 25, 2015

Modifying the code of the C++ Puzzle template in Visual Studio ...

Misspelling in description for 'OnActorEndOverlap'

UE - Gameplay - Jun 25, 2015

'Called when another actor steps overlapping this actor' sounds like it should say 'Called when another actor STOPS overlapping this actor' ...

Using TableViewBase class causes compile errors

UE - Editor - UI Systems - Slate - Jun 25, 2015

Attempting to derive from or include TableViewBase in another class causes compile errors with no additional code added. ...

Circular dependency causes a component to become null when compiling a subclass

UE - Gameplay - Blueprint - Jun 25, 2015

In a project with circular dependencies, components belonging to a native base-class are nulled when a blueprint sub-class is compiled. ...

Clicking the GameMode Override dropdown in the World Settings tab crashes the editor

Tools - Jun 25, 2015

Clicking the GameMode Override dropdown in the World Settings tab crashes the editor. Also occurs with any of the sub-options for the GameMode. Does not appear to occur if there is not already an ex ...

Distance Field AO does not work below a landscape

UE - Graphics Features - Jun 25, 2015

This may be a limitation at the moment, but landscapes will block any AO generated from Distance Fields for anything that is below the landscapes surface. This can cause issues for anyone using a ca ...

Confusion over what assets are saved in Persona with the Toolbar button

OLD - Anim - Jun 24, 2015

Some users appear confused as to why the skeleton is not saved when they add sockets while in Animation Editing Mode. Unsure what an elegant solution would be at this time. ...

Modifying collision via SetTile does not recreate physics state or mark it dirty to do so later

UE - Gameplay - Paper2D - Jun 24, 2015

It should probably mark it as dirty but not recreate until end of frame (or expose it as a param to the method) since procedural generation would be too slow otherwise. We should also offer a funct ...