Execute Console Command function differs from the Engine Scalability Settings

UE - Graphics Features - May 14, 2015

When executing the 'execute console command' with 'sg.ResolutionQuality 25' the engine scalability settings are at 6%. When you set the 'sg.ResolutionQuality 50' the engine scalability settings are ...

Editor crashes upon PIE unless tick is disconnected and reconnected

UE - Gameplay - Blueprint - May 14, 2015

Project crashes if user presses compile or PIE unless they first disconnect and reconnect event tick within blueprint component BP_BuildStage. Frequency: 4/4 CrashReporter: [Link Removed] ...

Calling a parents function that is used in a child blueprint from a spawn actor from class node that is being called back in the parent will cause an error

UE - Gameplay - Blueprint - May 14, 2015

If the user calls a function (We will call it "Parent's Function") from a child blueprint and then turns around and tries to call that implementation of the Parent's Function with in the parent it's ...

User receiving crash when compiling & saving blueprints on Mac

UE - Gameplay - Blueprint - May 14, 2015

User receiving crash when compiling & saving blueprints. Log Error: (SIGSEGV: invalid attempt to access memory at address 0x0) User also supplies a Stack Trace Image in his answerhub post. ...

Issues with Convert Selected Actor to Blueprint Class (previously Replace with Composited Blueprint)

UE - Gameplay - Blueprint - May 14, 2015

A licensee on UDN brought up some issues with "Convert Selected Components to Blueprint Class". After investigating a bit, it seems there's been some regression compared to what could be done with " ...

Entering 'Show Collision' for a project and then 'Quit' via the console command, you will receive an crash

UE - Graphics Features - May 13, 2015

Once a project is packaged, If you enter the console command 'Show Collision' and the 'Quit', the project will crash upon closing. This is only occurring in a packaged project and not happening whe ...

"Play" node does not restart the animation when triggered

UE - Gameplay - May 13, 2015

"Play" node in the Blueprint Editor does not restart the animation when it is triggered. Problem crops up when somebody wants to replay the animation assigned to the skeletal mesh more than once. ...

Adding key frames to an animation will cause the editor to crash

OLD - Anim - May 13, 2015

When the use adds key frames to a new animation sequence and then compiles and saves the editor will crash. ...

State Machine Transition Order of Execution appears to be out of order

OLD - Anim - May 13, 2015

Licensee has called out a strange order of execution when a state machine begins a transition to another state.The condition for the transition A -> B is evaluated as trueThe condition for the trans ...

The Get Overlap Infos is not very descriptive and some data is not being exposed

UE - Gameplay - May 13, 2015

The Get Overlap Infos is not very descriptive and some data is not being exposed. It's not clear what this node should be returning, and there isn't much that can be done with the return currently. ...