Crash in when setting label in ChildActor (infinite loop in PECP)

UE - Gameplay - Feb 22, 2019

In void ATestActor::OnConstruction(const FTransform& Transform) there is an infinite loop occuring in a ping pong call between the SetActorLabel and the DestroyChildActor calls. Happens in vanil ...

Moving .uassets that were imported from a source file with Source Control active moves the source file without marking for add

Tools - Feb 26, 2019

A licensee has reported an issue with Perforce source control integration. The issue is related to the source file for an asset that was imported into the editor. If this source file is also checked ...

ENGINE_API missing from GeomSweepMulti and GeomOverlapMulti templates

UE - Simulation - Physics - Feb 25, 2019

GeomSweepMulti and GeomOverlapMulti are not being exported, as the template specializations are declared outside of the physics interface class without ENGINE_API. ...

ResavePackages commandlet breaks sublevel translation

UE - Gameplay - Feb 26, 2019

Rebuilding lighting with commandlet will move hidden sublevels Confirmed in 4.23 MAIN @ CL 5194133 ...

Collision not showing after switching between No Collision and Default

Tools - Feb 27, 2019

When using Show collision it appear that the collision will not update its visibility when switching between No collision and Default. Once the collision has been set to No collision it will no long ...

LineTraceComponent does not respect bEnablePerPolyCollision

UE - Simulation - Physics - Feb 26, 2019

USkeletalMeshComponent::LineTraceComponent does not properly consider bEnablePerPolyCollision. It appears to use the component's bodies, which are empty. It should be sufficient to use UPrimitiveCom ...

RepLayout can hold onto hard references to owning objects, preventing them from being destroyed.

UE - Networking - Feb 28, 2019

RepLayouts are associated with an Owning Object, which may be a Class, Function, or Struct. RepLayouts will only be cleaned up when the Owning Object is no longer valid. RepLayouts hold references t ...

PreConstruct visualization does not appear to work for Grandchildren of a widget blueprint

UE - Editor - UI Systems - Mar 1, 2019

When creating a grand child widget it appears that the preconstuct does not behave as expected. The child widget fails to render widgets that belong to its parent's parent. ...

Is Over Hit Test Visible Widget does not return false when over a widget that is not hit test visible

UE - Editor - UI Systems - Mar 4, 2019

The Is Over Hit Test Visible Widget node does not return false when over a widget that is not hit test visible ...

Gamepad input affects multiple game instances at once, due to not needing focus.

UE - Editor - UI Systems - Slate - Mar 5, 2019

Since Gamepad input works without needing focus (which was added in 4.9 with [Link Removed]), a Gamepad's input will also affect all instances running on the same computer. Regression?: No This occ ...