Reflection across multiple viewports are different than original viewport.

UE - Graphics Features - Jan 21, 2016

When viewing reflections in multiple viewports the reflections will differ from the original viewport. ...

Reset To Default button creation in customizations too manual?

Tools - Jan 21, 2016

Reset To Default button creation in customizations too manual? Sounds like there might be a lot of duplicated code creating reset buttons that should all called a single helper to make them identic ...

Inherited AnimBP properties not always working across editor restarts

OLD - Anim - Jan 21, 2016

In 4.11 when making changes to node properties in an animation blueprint they will not always appear to update in child blueprint instances when restarting the editor. In the attached project the l ...

Crash on deleting an actor after undoing a prior delete

If an actor contains a custom SceneComponent that creates another component that is tagged with Transient and DuplicateTransient, deleting/un-deleting/deleting the actor again will cause the editor ...

Text render component not showing up in a packaged project

UE - Gameplay - Blueprint - Jan 20, 2016

If the user adds a text render component to a blueprint and then packages the game out the text render component will not show. ...

Crash on stopping PIE after using DemoRec in PIE

UE - Networking - Jan 20, 2016

Crash on stopping PIE after using DemoRec in PIE. Possibly related to [Link Removed] which must be fixed, but happens upon stopping PIE. Reproduced in 4.11.0 Preview 3 binary and Main (//UE4/Dev-Ma ...

Ctrl + z still active in PIE

Tools - Jan 20, 2016

Users can select ctrl + z while playing in Editor causing PIE to stop and undo last change, often freezing the editor temporarily, and sometimes causing a crash. Workaround: This does not occur if ...

The slider handle in UMG is clipping at 0 and 1

UE - Editor - UI Systems - Jan 20, 2016

If the user sets the value on the slider to 0 or 1 the handle will clip as it appears to go too far to either side. ...

Get actor bounds does not appear to include child actors

UE - Gameplay - Jan 20, 2016

If the user uses get actor bounds to try and get an actor's bounds and the actor contains a child actor component the child actor component will not be included in the calculation. ...

MayaLT LOD groups fail to import into the editor

UE - Editor - Content Pipeline - Import and Export - Jan 20, 2016

Given a simple LOD Group setup in MayaLT 2016 and exported with Default settings from LT as a 2014/15 FBX File, the FBX Fails to import. Given the same setup in Maya 2016 and Export Settings, the F ...