[OPENGL]: Enable Subsurface Scattering

Tools - Jun 29, 2015

Subsurface scattering is disabled on all OpenGL platforms despite the shaders being properly translated & OpenGL platforms supporting the relevant CPU-side APIs. This also affected Metal for the WWD ...

Packaging for shipping on Android with 'for distribution' checked will cause the build to fail

UE - Platform - Mobile - Mar 5, 2015

When you attempt to package a project for shipping with 'For Distribution' enabled, the build will fail for mobile. ...

VREditor - Vive: HMD waking up from "sleep" triggers Auto Entry to VR

UE - Editor - Workflow Systems - Jul 30, 2016

Normally this has not been as much of an issue, but recently SteamVR has dramatically decrease the time-out / "sleep" timer to something along the lines of 5-10 seconds... so the headset constantly ...

Audio stops working when unplugging and replugging USB headset

UE - Audio - Jan 19, 2016

Game sounds can no longer be heard after unplugging and re-plugging back in a USB headset during a match. This also occurs when plugging a USB headset anytime during the course of the match. ...

Dynamic Collections do not display any results

UE - Editor - Content Pipeline - Content Browser - Sep 12, 2016

Dynamic Collections do not display any results upon being created. Please note that opening a project that had a Dynamic Collection already selected may show the results at first. This is only tempo ...

The AnimBlueprint Shows Duplicate Objects in the Debug Filter

UE - Gameplay - Blueprint Editor - Sep 3, 2015

The AnimBlueprint shows duplicate characters in the Debug Filter causing three effects: 1. Causes breakpoints not to function properly 2. Reverts back to "No debug object selected" in the Filter rat ...

Default subobjects do not get PostLoad called

UE - Gameplay - Components - Nov 3, 2016

PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...

If an asset is referenced using FStringAssetReference::ResolveObject in a blueprint, it cannot be garbage collected

UE - Gameplay - Blueprint - Nov 15, 2016

A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...

Attempting to open a map in content browser that is currently loaded in world composition browser crashes editor

Tools - May 12, 2015

Attempting to open a map through the content browser will crash the editor if that map is opened as a sublevel or the currently opened map through the world composition browser. Frequency: 2/2 Cr ...

Splitting transform pins on add component nodes creates an additional transform pin when duplicated

UE - Gameplay - Blueprint - May 28, 2015

If an add component node is duplicated after the transform pin has been split, it will create an additional transform pin and keep the original split variables. ...