Zipping up projects with / creates folders to nest the zip in

Tools - Oct 15, 2015

Changing your project name from 'MyProject.zip' to 'MyProject 1/1/1/1/1.zip' creates a folder which nests another folder that eventually leads to the zip. ...

Z order in based on the position in the Hierarchy is reversed in 4.9

UE - Editor - UI Systems - Oct 13, 2015

The Z order that is given to a widget based on it's position in the Hierarchy panel in 4.9 goes from bottom of the hierarchy to the top (The bottom widget is the front most widget) instead of the to ...

Attaching a Skeletal Mesh by setting it's Parent Socket causes the mesh to be offset and rotated

UE - Gameplay - Oct 9, 2015

Attaching a Skeletal Mesh by setting it's Parent Socket causes the mesh to be offset and rotated User Description: I still need to test using the BP you recommended. I tried again using the charac ...

Class Defaults do not show Texture variables when called from other blueprints

UE - Gameplay - Blueprint - Sep 30, 2015

If class defaults are accessed in an actor blueprint from another blueprint, texture variables will not appear in the class defaults list on the "Get Class Defaults" node. ...

Navlinks do not respect left to right/right to left direction

UE - AI - Sep 28, 2015

AI does not respect direction on nav link proxies when direction is set to "Left to Right" or "Right to Left", it continues to use both directions equally. ...

Unused textures overridden in the material instance are still cooked

UE - Foundation - Core - Sep 28, 2015

When creating a material and then overriding the textures on the new material instance, the unused textures are still included in the cooking process. ...

A packaged game that includes a code class that references a widget Blueprint will display an error on launch stating that the widget blueprint cannot be found.

UE - Editor - UI Systems - Sep 24, 2015

If a widget Blueprint is referenced in code, an error is displayed when the packaged game is launched stating that the widget could not be found (in 4.11 the widget still appears to be successfully ...

World Origin Shifting reacts differently on positive vs. negative axis movement

UE - World Creation - Worldbuilding Tools - World Composition - Sep 23, 2015

When moving along a positive axis using world origin shifting, the value of the axis will increase and the origin will shift until it reaches a maximum value of 2147483648.000, it will transport the ...

AI characters with Navigation Invokers that are spawned during Play do not generate a nav mesh around them if Runtime Generation is set to Dynamic Modifiers Only

UE - AI - Sep 17, 2015

With Generate Navigation Only Around Navigation Invokers enabled and Runtime Generation set to Dynamic Modifiers Only, AI characters with Navigation Invokers do not generate a nav mesh around them i ...

Changes to a Spline will reset if the Spline Component is renamed

Tools - Sep 17, 2015

Changes to a Spline will reset if the Spline Component is renamed User Description: Spline reset after rename The spline, nicely edited and long, got reset to the default after I've renamed the s ...