Build Step Async Step Infinite Loop

Tools - May 2, 2016

The new custom editor build steps don't properly advance when we complete an async build step, looks like it was untested. ...

DrawDebugSphere & DrawDebugAltCone deref nullptr if used in constructors

UE - Graphics Features - May 2, 2016

\Engine\Source\Runtime\Engine\Private\DrawDebugHelpers.cpp DrawDebugSphere and DrawDebugAltCone both try to dereference variable 'LineBatcher' without checking for null, as the other DrawDebug func ...

Adjusting Default Light Settings for Atmospheric Fog causes Crash

UE - Graphics Features - May 2, 2016

Adjusting default light settings in the Color Picker palette for atmospheric fog causes the engine to crash in UE 4.12 Preview Regression: This does not occur in UE4.11 ...

Setting a value Material Parameter Collection to Material will cause crash

UE - Graphics Features - May 2, 2016

Adding a Material Parameter collection to a material, setting its value, then saving the material will cause a crash. This was only able to be reproduced on Mac and did not affect the Windows versio ...

Custom Nav Area Not Affecting Nav Mesh Until Restart

UE - AI - May 2, 2016

When using a Nav Modifier volume with a custom Nav Area class, the Nav Mesh is not being affected until the editor is restarted. Found in 4.11.2 binary. Reproduced in 4.12 Preview 1 binary and Main ...

Launching with -VR will pick non-native display resolution for Vive/SteamVR

UE - Platform - XR - May 2, 2016

Running with -game will run game at native fullscreen resolution 1920x1080. (checking with r.setres)Running with -game -vr will run game in VR but resolution is 1280x720. (checking with r.setres) Th ...

User is not warned or prompted when ini files for use in Localization Dashboard are read-only due to source control integration

UE - Editor - UI Systems - Localization - Apr 29, 2016

A user has reported an issue where the Localization Dashboard does not prompt users to let them know that their ini files for their localization targets are checked into perforce and therefore not w ...

Indirect Lighting Transition is delayed one frame.

UE - Graphics Features - Apr 29, 2016

If you let objects move quick like teleport, you can see the transition is delayed one frame. This problem occurs even if r.Cache.SampleTransitionSpeed increase, and Both ILCQ_Point and ILCQ_Volume ...

Opening blueprint debugger crashes editor

UE - Gameplay - Blueprint - Apr 29, 2016

The editor crashes upon attempting to open the blueprint debugger through the Window menu. Frequency: 2/2 Regression (Yes) issue (does not) occur in 4.11.2 ...

Crossfade sharing doesn't allow more than one shared transition

OLD - Anim - Apr 29, 2016

Looking at the propagate function:void UAnimStateTransitionNode::PropagateCrossfadeSettings() { UEdGraph* CurrentGraph = GetGraph(); for (int32 idx = 0; idx < CurrentGraph->Nodes.Num(); idx++) ...