The FNetNameMapping::GetUniqueName function appends numerical values to the end of the previous name instead of replacing the previous name's numerical value

Gameplay - Blueprint Compiler - Feb 23, 2018

The GetUniqueName() function attempts to make sure that all node names are unique. For nodes that are used a large number of times, it adds a numerical value to the end of the name. Prior to 4.18, t ...

Set Array Elem - saving wrong value

Gameplay - Blueprint - Feb 23, 2018

When using the Set Array Elem and an empty Boolean array the results from a print string differ when testing an actors hidden value. It seems that this logic will always return true as it references ...

Nativization of Blueprint Subclass of PlayerStart fails

Gameplay - Feb 23, 2018

Fail to package with nativization. cannot convert from 'USceneComponent *' to 'UBillboardComponent ...

Alt+Space does not fire in blueprints

Gameplay - Blueprint - Feb 23, 2018

When using Alt+Spacebar the space event will not fire. This includes if Alt is added to the event via the details panel. In short the space bar will not fire an event while the Alt key is held down. ...

Add a project setting to change the number of texture samplers to support in ES2

Mobile - Feb 23, 2018

Add an item to Project Settings, Android, "Support 16 Texture Samplers on ES2". The bBuildForES2 flag must be enabled for this setting to be active. The tooltip should read "Allow 16 texture samp ...

[CrashReport] UE4Editor_UnrealEd!FAssetData::FAssetData() [assetdata.h:107]

Tools - Feb 22, 2018

No user comments on crash group ...

[CrashReport] UE4Editor_CoreUObject!UObject::ProcessEvent() [scriptcore.cpp:1189]

Virtual Reality - Feb 22, 2018

No user comments on crash group ...

ModifiedDelegate and SaveDelegate in FSettingsSection are not always executed when a config value is changed

Tools - Feb 22, 2018

The comments describing ModifiedDelegate and SaveDelegate in FSettingsSection seem to indicate that the delegates should be executed after the settings section has been modified or should be saved. ...

Connecting GetSequenceBinding node to LevelSequence including Spawnable Actor etc. will result in error

Gameplay - Blueprint Editor - Feb 22, 2018

311681-sequence.zip[Image Removed] ・Open attached project ・Open NewMap ・Confirm that an error appears on the console ・When creating a Windows (64-Bit) package in this state, the same error occur ...

Split screen causes rendering issues with lightshafts

Rendering - Feb 21, 2018

There is an issue occurring where Split screen causes rendering issues with light shafts. This issue does not occur if you use the command " r.lightshaftquality 0" The issue no longer occurs. This i ...