First Person Game Mode isn't set correctly for new default levels

Docs - Samples - May 26, 2015

When creating a new default level in the first person template, the default game mode is set to 'pawn' rather than 'first person character'. ...

Camera Blocking Volumes register hits from static meshes when using End hotkey

Tools - May 26, 2015

If the End hotkey is pressed to move a mesh down to align on top of another mesh/landscape and a camera blocking volume is below it, the trace down will register a hit on the camera blocking volume ...

Hidden enumerator variables can cause the enumerator to become broken with the Select node in blueprints

UE - Gameplay - Blueprint - May 26, 2015

If a user makes an enumerator in C++ and sets one of the variables to Hidden and doesn't make it the last variable of the enum, it will cause issues with the numbering of the enum when using the Sel ...

Swarm Agent Local Host of Coordinator not showing up in Coordinator

UE - Foundation - Core - May 26, 2015

A Computer which is hosting the Swarm Coordinator no longer shows up as a viable Swarm Agent Computer and if that computer builds lighting will only use itself and not any available agents. Also re ...

With root motion, AnimSeq moves in Persona when Additive Anim is enabled

OLD - Anim - May 26, 2015

Animation Sequence preview moves from the origin with root motion enabled and either local or mesh space selected for the Additive Anim Type. Example Project: [Link Removed] ...

OnOpening for the ComboBox(string) fires off when ever the widget is clicked not just when opening

UE - Editor - UI Systems - May 26, 2015

The Combo box (String)'s On Opening event fires off whenever the user clicks the combo box. This means that the opening event will fire off on closing as well as opening. ...

Foliage Loses Dynamic Shadows from Moveable Point LIght at given Light to Mesh Height

UE - Graphics Features - May 26, 2015

A Movable Point Light placed in the center of a field of foliage meshes will render shadows only at certain heights and going above those heights will cause the shadows to completely disappear. [Im ...

The "Project World location to Widget position" node does not return the correct screen position unless the widget's anchor point is set to the top left

UE - Editor - UI Systems - May 26, 2015

When using a widget that has an anchor point that is not set to the upper left the "Project world location to widget position" node does not return the expected location on screen. ...

Behavior tree observers don't work with OnValueChange mode

UE - AI - May 25, 2015

Behavior tree observers do not notice the OnValueChanges ...

AIPerceptionComponent's DominantSense is not being used

UE - AI - May 25, 2015

It seems there's a bug in AIPerceptionComponent that results in information about dominant sense never getting processed and all derived data doesn't get set. DominantSenseID doesn't get set. ...