Skeletal Meshes with Physics assets with less than 5 bodies will not use flag for Start Awake

UE - Simulation - Physics - Dec 8, 2015

When using a Physics Asset with 4 or less physics bodies the flag for Start Awake cannot be disabled, even if unchecked, when Simulate Physics is set to true. I've attached a project with assets f ...

Setting an interface variable on spawn for widgets does not appear to be working

UE - Gameplay - Blueprint - Dec 8, 2015

If the user has an interface variable that is exposed on spawn in their widget they will not be able to set this variable via the exposed pin for the create widget node. ...

Editor hangs after selecting submit to source control from drop-down

Tools - Dec 7, 2015

The editor becomes unresponsive as the log becomes filled with Perforce logging ...

When using the draw text node On paint setting the position appears to have no effect

UE - Editor - UI Systems - Dec 7, 2015

If the user uses the on paint function in combination with the draw text node then the text appears to only at the position 0,0 regardless of what position is specified. ...

Tappy Chicken in 4.10 via Github has asset dependency issues which halt packaging

Docs - Samples - Dec 7, 2015

Tappy Chicken when downloaded as a 4.10 project and opened in a Github version of the engine, the TappyAutomated Map has "externally referenced" assets which cause the engine to be unable to packag ...

Widgets begin to clip incorrect when placed in side of a configuration of Scale box > Canvas Panel > Scale Box

UE - Editor - UI Systems - Dec 4, 2015

If the user deleted the canvas panel and then uses the following hierarchy:[]Scale Box v []Canvas panel v []Scale Box v [] Other widget The "other widget" will clip incorrectly ...

FBodyInstance::GetBodyBounds fails if RigidActorSync is a PxRigidStatic

UE - Simulation - Physics - Dec 3, 2015

A user reported that FBodyInstance::GetBodyBounds() fails if RigidActorSync is a PxRigidStatic. They stated that it returns uninitialized data because PxRigidStatic does not subclass PxRigidBody. ...

Post processing rendering artifacts Nexus 6

UE - Platform - Mobile - Dec 3, 2015

When you push a mobile targeted project to the Nexus 6, the rendering is all sorts of wrong. When you hover over to where the items are, the screen goes black. There is also a large black or cyan sp ...

Failed Import Error Message Appears on Components in Child Blueprints

UE - Gameplay - Components - Dec 2, 2015

Creating a C++ class based on actor and adding components to it will build successfully and work as expected. However, creating two child blueprints of a parent that is based on that C++ class and p ...

Setting ComponentTick as a Hide Category in an Actor Component Blueprint corrupts the BP and causes a crash when opened after an editor restart

UE - Gameplay - Components - Dec 2, 2015

Setting ComponentTick as a Hide Category in an Actor Component Blueprint corrupts the BP and causes a crash when opened after an editor restart. [Link Removed] Reproduced in 4.9.2 binary, 4.10.0 b ...