Unable to add/compile code for Automation Test

UE - Automation Test - May 22, 2017

When following the documentation on setting up automation tests, the sample provided for "Simple Tests" does not successfully compile. One of two compiles errors is given based on the TFlag used A ...

Variable is not Replicated if the Value is Set to the Original Default Value

UE - Networking - May 19, 2017

Variables are not being replicated when they are set on the server to be the same value as the default value of the property. For example, if a float is created and defaulted to 20, and then set to ...

Sweep result from AddActorWorldOffset is inconsistent following direction when the actor is initially overlapped with other object.

UE - Simulation - Physics - May 19, 2017

Sweep result is not consistent when there is initial overlap but the x sign(+/-) is not same. I believe this issue is related to [Link Removed] So this leads to inconsistent behavior in the TwinSti ...

Cable Component width set through the Construction Script isn't reflected in the actor Viewport

UE - Gameplay - May 18, 2017

Cable Component width set through the Construction Script isn't reflected in the actor Viewport User Description: When a Cable Component is created within the construction script and then the Cabl ...

Is Valid is true in PIE but prints false in package build

UE - Editor - UI Systems - May 18, 2017

When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game. ...

Particle emitter Depth Fade node isn't accurate on iOS

UE - Platform - Mobile - May 18, 2017

Particle emitter Depth Fade node isn't accurate on iOS. When set to a normal value (around 100) it will fade out at about 65,000 units away from the particle. Licensee Description: we use a partic ...

Get Instances Overlap returns overlap outside of collision bounds

OLD - Anim - May 17, 2017

Get Instances Overlap returns overlap outside of the collision bounds. This effects the Instanced Overlapping Box and Sphere. It is also reproducible with engine assets replacing the Fencing mesh. ...

BokehDOFRecombine Incurs Cost Even While DOF Is Not Enabled

UE - Graphics Features - May 17, 2017

While separate translucency is enabled DOFRecombine will incur a cost even when not using DOF (Scale of 0 or blur size of 0). Maybe we can check to see if those values are == 0 (meaning DOF is effec ...

Variables not labeled as Editable will not update with branch

UE - Gameplay - Blueprint - May 9, 2017

Variables not labeled as Editable will not update with a branch node inside of the construction script. Variables behave as expected when not connected to the branch node. This issue was tested with ...

Trace Hit.Z varies strangely based on trace start/end Z

OLD - Anim - May 8, 2017

The Z value of a trace hit will vary based on the Z value of the start/end points of the trace. The larger the start/end Z range, the larger the variance of Hit.Z values. ...