Cooking/Staging is hardcoded to copy only the "Game" localization target's data.

UE - Editor - UI Systems - Localization - Aug 20, 2015

At the prompt of a UDN post, I investigated the cooking/staging code and discovered that it is hardcoded to copy files for the "Game" localization target. This needs to be configurable in some manne ...

Setup.bat does not successfully pass the --force parameter to GitDependencies.exe

Running Setup.bat with the optional --force parameter results in an error when GitDependencies.exe is called. ...

Special characters in the Bundle Display Name are not showing up on device

UE - Platform - Mobile - Aug 20, 2015

Bundle Display Names support UTF-8 characters. However, the iOS tool chain is not handling these correctly. Error when you try to package a project with & in the display bundle name, whether it's b ...

Copying/pasting an element in an array of EditInlineNew objects results in a reference to the original element being created instead of a reference to a new copy of that element.

Tools - Aug 20, 2015

When duplicating an element of an array of EditInlineNew UObjects, a reference to the duplicated element is created instead of creating a new UObject that duplicates the initial element's properties ...

WmfMedia: Calling the play and pause nodes multiple times cause a media player to stop working

Media Framework - Aug 20, 2015

If the player calls the nodes Pause > Play > Pause > Play, the media player will stop working. ...

Dynamic point lights generate shader compile errors on HTML5

UE - Platform - Mobile - Aug 20, 2015

The new ES2 movable point lights look promising. Unfortunately, there seems to be an issue with them in HTML5 builds. They work great in the ES2 preview mode in the editor, but when running in an ac ...

ServerTravel command doesn't work in PIE using seamless travel

UE - Gameplay - Aug 19, 2015

The "servertravel" command doesn't function when running ShooterGame in Editor. A warning will show up in the Output Log: LogWorld:Warning: UWorld::ServerTravel: Seamless travel currently NOT supp ...

Changing a node to a pure function does not remove breakpoints from node and they must be turned into an impure function again

UE - Gameplay - Blueprint - Aug 19, 2015

Changing a blueprint node to a pure function while a breakpoint is set on the node will maintain the breakpoint. Additionally, the breakpoint cannot be toggled or removed until the node is turned ba ...

Clearcoat shader disappears if any asset using the Material leaves lighting

UE - Graphics Features - Aug 19, 2015

Clearcoat Shader will stop receiving lighting information if any mesh assigned the material using the shader leaves lighting. Also Reproduced in Launcher 4.9 Preview 4, Main-CL-2660934 [Image Remo ...

FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties

UE - World Creation - Worldbuilding Tools - Foliage - Aug 19, 2015

None of the other FBodyInstance properties are showing up either in the Foliage tool or viewing a FoliageType asset in the content browser. ...