Render state for InstanceStaticMesh doesn't recreate after modification of instances list with RemoveInstance

UE - Gameplay - Blueprint - Sep 14, 2017

When Remove Instance is called for an instance static mesh component, the render state is not properly updated, causing some of the instances to not be visible. Workaround: Forcing a call to PostEd ...

Calling SetNavigationRule for widgets at runtime does not update the Nav Rule

UE - Editor - UI Systems - Sep 25, 2017

Calling SetNavigationRule at runtime does not update the widget navigation of the selected widget. Regression: No - same behavior occurs in 4.16.3 (CL 3561208) ...

Returning a const pointer from a UFUNCTION causes a VS compile error

UE - Foundation - Cpp Tools - UnrealHeaderTool - Oct 4, 2017

Attempting to return a const pointer from a UFUNCTION will cause a VS compile error The syntax UFUNCTION(BlueprintCallable, Category = test) const UMyActorComp* SomeFunc(); returns a VS compile ...

Crash upon editing a GameplayTagQuery inside of a DataAsset

UE - Gameplay - Oct 27, 2017

When a GameplayTagQuery variable is edited from inside of a DataAsset, the editor crashes when the changes are saved. This could be related to a bug that was fixed previously: [Link Removed] Regres ...

Interface with one or more BlueprintNativeEvent declarations will lead to a compile failure during packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Nov 14, 2017

In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...

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 ...

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 ...