Destructible attached with a Physics Constraint ignores Start Awake on play

UE - Simulation - Physics - Destruction - Jul 26, 2016

Destructible attached with a Physics Constraint ignores Start Awake on play The Destructible component is set to simulate physics, but on play physics is not simulated unless the destructible is to ...

Buffer Visualizer displays Roughness and Base Color incorrectly.

UE - Graphics Features - Jul 25, 2016

When a material with the exact same values are input into the Base color, Specular, Metallic, and Roughness they display differently in the Buffer Visualizer Overview. ...

[UMG] Restarting a stopped animation and changing the visibility of a widget on the same frame causes the animation to not play

UE - Editor - UI Systems - Jul 25, 2016

Playing a previously played (and stopped) UMG animation doesn't work properly if the visibility of that widget was changed in the same frame as the PlayAnimation node. If PauseAnimation is used inst ...

HTTP GET requests are much slower than a Python script by a factor of 15-20x

UE - Networking - Jul 25, 2016

Based on user report, a HTTP Get request from UE4 is 15-20x slower than if using a Python Get request to get the same file. ...

Reroute nodes in blueprints cause visual issues for events when using create event.

UE - Gameplay - Jul 25, 2016

When adding a reroute node between a "create event" node and any "Bind Event to...." node, the combo box list in "Create Event" node will disappear. Workaround: If the "create event" node is first ...

Selected Foliage does not have a transform gizmo in VR Mode

UE - Editor - Workflow Systems - Jul 22, 2016

Using TInlineAllocator with a large number in TArray that is in an AActor class will cause child Blueprint class to call an assert while parent class will not

UE - Foundation - Core - Jul 22, 2016

If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...

Construction Script using GetSizeX/Y from Texture 2D reference returns Divide By Zero Warning when Packaging

UE - Graphics Features - Jul 21, 2016

A user has found and reported a divide by zero warning within the Construction Script when packaging for Windows. This does not occur while in the editor as when you begin moving around the blueprin ...

Setting a sublevel to initially load interrupts starting movies

Tools - Jul 20, 2016

Movies set to "Wait for Movies to Complete" are interrupted when a sublevel is set to load initially. The movie should still play through to completion. Regression (no) issue (does) occur in 4.11. ...

Unexpected vertex normal orientation when manipulating some morph targets

OLD - Anim - Jul 19, 2016

Unexpected vertex normal orientation when manipulating some morph targets. This may be related to [Link Removed], but felt different enough to enter on it's own. ...