FOnlineSessionLive leaves inconsistent state when FindSessions or CreateSession fail.

UE - Networking - Nov 28, 2016

FOnlineSessionLive::CreateSession creates the session early into the method. Later, the method can fail but the session and is never cleared up (see the various catch statements in the tasks which o ...

Reparenting a UserWidget within that widget's events can break links between UWidgets and their SWidget.

UE - Editor - UI Systems - Nov 28, 2016

Reparenting a widget within it's own event can cause that widget's tree to have null references instead of references to slate widgets. This happens because when a widget is reparented, we remove a ...

FBX Scene Importer sets actors in Blueprint to movable when reimporting

UE - Editor - Content Pipeline - Import and Export - Nov 28, 2016

When using the FBX Scene Import into Level with default settings so that the actors in the BP import as static, if you reimport them they will then be set to Movable in the BP. This is not a regre ...

Ensure triggering a gameplay tag that's being redirected

UE - Gameplay - Nov 28, 2016

Ensure occurs when the user triggers a redirected gameplay tag call at runtime. This doesn't seem to occur if the redirect is removed. Test Project: [Link Removed] ...

Landscape Sculpt Brush Gets Hidden Unexpectedly

UE - LD & Modeling - Terrain - Landscape - Nov 28, 2016

While sculpting (holding left mouse button) if you press the right mouse button the brush will disappear. The brush will remain hidden while sculpting until the right mouse button is pressed once ag ...

Using collapse to function on an event binding causes a crash when that function is referenced in another class

UE - Gameplay - Blueprint - Nov 28, 2016

Collapsing an event binding to a function results in a function that takes in a delegate as an input. This function existing ends up causing any references to this blueprint class in another class t ...

Movement Not Working When Possessing a Player Pawn on Second Client

UE - Networking - Nov 28, 2016

Possessing a pawn on a second client while using a dedicated server prevents the pawn from moving until net.shareshadowstate is set to false. This appears to be a regression. I was not able to repr ...

It's not clear which Grid Stretch mode in blend space is currently on

OLD - Anim - Nov 28, 2016

In a blend space or aim offset, there's no clear indication which grid stretch mode is enabled when clicking the button in the grid (aside from looking at the tooltip when hovering over the button). ...

OnActive Gameplay Cues not activating properly in standalone

UE - Gameplay - Nov 28, 2016

This was reported from https://udn.unrealengine.com/questions/323255/bugfix-onactive-not-triggering-for-gameplaycues-on.html In some case it looks like OnActive gameplay cues are not working proper ...

GameState PlayerArray Not Replicated in Correct Order

UE - Networking - Nov 28, 2016

The GameState's PlayerArray is not being replicated in the same order. This occurred every time I tested in Standalone game, but did not seem to occur when I tested in a new editor window. The Sta ...