Ragdoll Physics do not Function Properly on a Mirrored Skeletal Mesh

UE - Simulation - Physics - Dec 1, 2015

Selecting the default character/skeletal mesh (or any skeletal mesh) in the viewport, right-clicking and transforming it so it mirrors on the X,Y, or Z axis will cause the physics to act erratically ...

Skybox returns Overlapping UV error after building lighting

UE - Graphics Features - Dec 1, 2015

After bringing the BP_LightStudio into a level and building light an error message is given. The error message says that the Skybox's UV's are overlapping. ...

Text Render Actors do not maintain relative offset when attached to blueprints via construction script

UE - Gameplay - Dec 1, 2015

Text Render Actors do not maintain relative offset when attached to blueprints via construction script. This did not reproduce with other actor types. Types used: Static mesh actors, blueprints, b ...

Sizes of widgets are shown as their size before DPI scaling is applied after changing ScreenSize

UE - Editor - UI Systems - Dec 1, 2015

If the user sets the screen size to iPhone 4s (640 x 960) A widget that is "Fullscreen" will be roughly 1080 by 1620 in size (as reported by the details panel). This is the size before the DPI scali ...

Meshes made with the Pivot Painter tool don't work correctly on OpenGL ES3.1 + AEP

UE - Platform - Mobile - Dec 1, 2015

In the project attached in original UDN post (too big to attach here) there is a tree that was created with the pivot painter tool that is animated. In the editor it behaves correctly, but trying t ...

Ray Traced Distance Field on OpenGL not working

UE - Graphics Features - Dec 1, 2015

Are Ray Ttraced Distance Field Soft Shadows supported on OpenGL ES3.1 + Android Extension Pack platforms like the Shield Tablet or Shield Console? Since the ES3.1+AEP platform supports deferred ren ...

Changing the Resolution scale in Engine scalability can cause actors to be offset when ejected from the player controller

UE - Graphics Features - Nov 30, 2015

If the user turns down the Resolution scale, plays in editor, and then ejects from the currently controlled pawn The actors in the scene will be hard to click on because they appear to be offset fro ...

Shared Modules cannot be altered in Higher LODs

UE - Graphics Features - Nov 30, 2015

When you have setup a Shared Modules structure in Cascade, and then try to adjust LOD, you cannot adjust the Shared Modules. The current workaround is to go back to LOD0 unshare the modules then re ...

PostActorCreated Called twice when dragging asset into the level

Tools - Nov 30, 2015

When dragging an actor from the content browser to the level viewport, PostActorCreated() is called twice, once as the actor enters the viewport while still being dragged and again when the LMB is r ...

Gradual drop in Performance on Windows 10 projects after Toggling Fullscreen

Tools - Nov 30, 2015

It seems that when working in any project on a Windows 10 machine, there is a gradual rise in frames per second and a consistent drop in performance. The user reporting this issue claims his frame ...