LightPropagationVolume plugin can not be disabled

UE - Graphics Features - Aug 6, 2015

SceneRenderTargets.cpp includes LightPropagationVolumeBlendable.h, which means if you disable the LightPropagationVolume plugin and compile, you will get compile errors. ...

Snapping Pivot to Vertices is Difficult using New Default Keyboard Shortcuts

Tools - Aug 6, 2015

A licensee requested this ticket be entered as a bug report. The pivot vertex snapping functionality has changed and no longer functions as it did in prior versions of the engine. Somewhere the key ...

Internal Compiler error when calling a custom enum in a struct from a blueprint macro

UE - Gameplay - Blueprint - Aug 6, 2015

If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...

Navigation System is gathering navigation bounds too early

UE - AI - Aug 6, 2015

In GameInstance.cpp when the Navigation System is created it calls... UNavigationSystem::InitializeForWorld This in turn ends up calling... GatherNavigationBounds(); This goes through all ...

Cannot edit collision response details in SkeletalMesh components added via Blueprint.

UE - Gameplay - Blueprint - Aug 5, 2015

If the mesh component is added in Blueprint (i.e. in the Blueprint editor and/or through Construction Script), then it's not possible to edit the collision response details for an instance of the co ...

Blending Animations between Third Person Project and Animation Starter Pack results in "dipping below floor level"

Docs - Samples - Aug 5, 2015

A number of users have reported that blending animations between Third Person Project and Animation Starter Pack results in a "dipping below floor level" between the two animations. The cause of th ...

If user changes the Sprites name template, they will have to click the Extract button twice

UE - Gameplay - Paper2D - Aug 4, 2015

In the Extract Sprites window, if the user changes the Naming Template, they will have to click on the Extract button twice for the sprites to extract. ...

Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor

UE - Gameplay - Blueprint - Aug 4, 2015

Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor. Reproduced in 4.7.6 binary, 4.9 Release (//depot/UE4 ...

UnrealVS Windows 10 support - fix .NET version in manifest

Tools - Aug 4, 2015

Seems like we should be specifying the .NET version like this guy's fix. ...

If an ensure() fails within an automated test, the test can still show a positive result.

UE - Automation Test - Aug 4, 2015

If an ensure() fails within an automated test, the test can still show a successful result. ...