Setting bIsOrthographic does not change the view to/from Orthographic view

UE - Gameplay - Nov 16, 2017

Editing the bIsOrthographic variable in PlayerCameraManager does not cause the view to change to/from Orthographic Regression?: Yes This worked correctly in 4.17.2-3658906+++UE4+Release-4.17 This d ...

OnRep_BurstCounter Not Firing Reliably in ShooterGame

UE - Networking - Nov 17, 2017

In ShooterGame, when a Listen Server fires its weapon, the burst effect will not be replicated reliably to the client(s). Adding logging to OnRep_BurstCounter in ShooterWeapon.cpp will show that t ...

DebugEditor checkLockFreePointerList(TLS.NumPartial >= 0 && ((!!TLS.NumPartial) == (!!TLS.PartialBundle))) fails

UE - Foundation - Core - Feb 6, 2018

Occasionally, the Engine/Editor crashes on startup with an assertion in the lock-free void pointer list. ...

Performance hitch when creating widgets with child widgets containing animations

UE - Editor - UI Systems - Feb 14, 2018

When creating widgets that contain child widgets with animations, the performance appears when adding animations via child widgets. If the same amount of animations are created in a widget, the perf ...

Incorrect usage of FText in EnsureMsgf does not trigger a compilation error, leads to crash in shipping

UE - Foundation - Core - Mar 1, 2018

Using incorrect formatting in FText does not cause compilation errors in EnsureMsgf as it does in other functions such as UE_LOG. This causes crashes to sneak through such as a crash on ensure when ...

Arguments out of order in call to FMemory::Memset() from UTexture2DFactoryNew::FactoryCreateNew()

Tools - Mar 22, 2018

The call to FMemory::Memset() in UTexture2DFactoryNew::FactoryCreateNew() appears to reverse the expected order of the second and third arguments. Most other calls to FMemory::Memset() appear to sen ...

Crash on PIE exit after dynamically enabling and disabling tick functions through the Level Script blueprint.

UE - Gameplay - Mar 23, 2018

User reports hitting an assertion due to invalid FTickTaskManager state when game is attempting to unregister a tick function that was previously disabled dynamically. Failed assertion is in FTickT ...

The float property FrameCacheLenght in FVisualLoggerBinaryFileDevice is set with a bool value instead of a float value

UE - Gameplay - Apr 10, 2018

In the FVisualLoggerBinaryFileDevice constructor, the FrameCacheLenght property is set using a bool value. Since FrameCacheLenght is a float value, and the value stored in the .ini file is a float v ...

Crash when removing Blueprint function

UE - Gameplay - Blueprint Compiler - Apr 23, 2018

The Editor crashes whenever the reference to the "DeleteThisFunction" function is deleted. ...

Cannot add a non-static custom thunk to a code class

UE - Foundation - Cpp Tools - UnrealHeaderTool - May 7, 2018

In 4.19, it is no longer possible to create a non-static custom thunk in a class. This was possible in 4.18.3. REGRESSION: Yes. ...