Masked Materials have become more expensive to use

UE - Graphics Features - Aug 18, 2016

Masked Materials have become more expensive in 4.13 and internal builds than in 4.12. Images attached for demonstration along with test map using the bush prop from starter content. Tested with ...

App does not appear in Settings on iOS device

UE - Platform - Mobile - Aug 11, 2016

Unable to see settings for a packaged project on iOS. Searching for the app settings also did not show anything Device tested on: iPod6_6131 OS 9.3.2 ...

Deleting a content browser asset while that asset is open causes all other open assets to close.

Tools - Aug 11, 2016

If multiple assets are open (blueprints, materials, particle system, etc.), deleting one of the assets from the content browser causes all other open asset windows to close. ...

User is able to merge a single actor

UE - Gameplay - Aug 5, 2016

User is able to merge a single actor using the Merge Actor tool. This is a regression as you could not merge a single actor in 4.12. Not sure if this was an intended change or not. Occurring in 4. ...

Compiling after placing an unconnected return node does not yield compiler results nor warnings

UE - Gameplay - Blueprint - Aug 4, 2016

I noticed this while executing this in [Link Removed]. ...

Set Master Pose Component does not handle Slave Meshes with extra bones

OLD - Anim - Aug 3, 2016

Set Master Pose Component does not handle Slave Meshes with extra bones. ...

Procedural meshes copying static meshes do not support UV hit results

UE - Gameplay - Aug 3, 2016

Procedural Meshes copying static meshes do not support UV hit results. Proc meshes generated from Create Mesh Section do generate UVs (if UV array is filled). ...

Damping is handled differently at lower frame rates

UE - Gameplay - Aug 3, 2016

Damping is handled differently at lower frame rates. Slight changes in damping at lower FPS (25) drastically effects objects and isn't applied in the same way as at higher FPS (60) User Description ...

Vive reverts to waiting room when loading in streamed level with significant load

UE - Platform - XR - Aug 1, 2016

When using the HTC Vive with any levels that are streamed in that take a moment to load in will show the waiting room for the Vive while loading. This does not happen on the Oculus that I can see. I ...

Decal Fade Out does not cause decal to fade, destroys decal at end of fade time

UE - Graphics Features - Jul 27, 2016

Decal Fade Out does not cause decal to fade as expected. Instead, after the delay and fade time, the actor is destroyed with no noticeable fade during this time period. ...