Force Feed back does not fire off when called on actor destroyed

UE - Gameplay - Input - Nov 3, 2016

Force Feed back does not fire off when called by an on destroyed event ...

Some Planar Reflections not working on more than one surface if it's a single mesh

UE - Graphics Features - Nov 2, 2016

Planar Reflections only work with a single surface or limited surfaces when it's a single mesh vs multiple meshes making up the piece. Attached is a sample project that will show the issue. Level ...

Characters will rarely spawn on top of each other in a networked session

UE - Simulation - Physics - Oct 31, 2016

REGRESSION: Maybe (had one occurring of it happening in 4.13.2) When playing with multiple players at the same time in a networked session, it's possible if rare to have characters spawn so they st ...

Missing Persona Keyboard Shortcuts in Editor Preferences

UE - Gameplay - Oct 25, 2016

After opening a skeletal mesh in Persona, the keyboard shortcuts do not appear for Persona and cannot set keyboard shortcuts This is a regression, Persona appears as a category in 4.13.2 ...

Animations have less Frames in 4.14 than in 4.13

OLD - Anim - Oct 24, 2016

Animation assets have different amounts of frames between 4.13 and 4.14 ...

Pose assets do not snap to the pose when Additive is disabled

OLD - Anim - Oct 24, 2016

This is a regression from 4.13.1 as it was snapping to the pose then. If this was an intentional change please let us know and we can update the test case to reflect this. ...

ReplicatedUsing stops getting called after setting a value to nullptr.

UE - Networking - Oct 20, 2016

Eventually, the ReplicateUsing function called out for a UPROPERTY is no longer being called. After investigation, it appears that the data is making it from the Server to the Client, but that the d ...

Master Sound Class Volume Changes not Propagating to Child Sound Classes

UE - Audio - Oct 20, 2016

Changing the volume of the Master sound class does not propogate to children when using the 'Set Sound Mix Class Override' node within blueprints. ...

Event calls do not trigger for coponents created during runtime

UE - Gameplay - Input - Oct 20, 2016

ComponentBeginOverlap / ComponetBeginCursorOver / ect. events do not trigger for a component that is added during runtime. ...

Jumping after walking off a ledge does not allow for Max number of jumps

UE - Gameplay - Oct 18, 2016

If the max number of jumps is 'n', jumping from the ground allows for 'n' jumps, but walking off a ledge and then jumping only allows for 'n-1' jumps. Ex: If Jump Max Count is set to 3 (triple jump ...