Lengthy Compile Times on Blueprints Containing an Array of Self References When Multiple Instances Exist in the Level

UE - Gameplay - Blueprint - Oct 11, 2016

There are lengthy compile times with a blueprint with 50+ instances in the level that contains an array of self references. On lower-end machines, the compile times are upwards of 10 seconds. Found ...

Attempting to build MinidumpDiagnostics with Visual Studio 2015 Update 2 results in failure

UE - Foundation - Core - Jun 7, 2016

When attempting to build the Minidump Diagnostics project from the UE4 source, it will fail if you're using Visual Studio 2015 Update 2. Please note that this does not occur in the base VS2015 or wi ...

Crash promoting a float pin from a split vector in Anim Blueprint

OLD - Anim - Jun 7, 2017

REGRESSION Yes, does not occur in 4.16. Crash occurs when the user splits a vector pin on an anim node and then tries to promote one of the float nodes to variable. I could not reproduce this issu ...

Map load stalls in texture streaming code

UE - Graphics Features - Jun 13, 2017

A change was made to AActor.GetComponents which appends the results instead of resetting the output array. This seems to only impact 2 places in the code, and has a big side effect in the texture st ...

shadow seam occurs when lighting is built after object is rotated

UE - Graphics Features - Jul 12, 2017

There is an issue that is occurring where visible shadow seams appear after an object is rotated where it was not previously. CL tested 4.15.3 - CL 3450819 - Issue is present 4.16.2 - CL 3514769 - ...

Yellow 'Revert to Default' arrow disappears when not on screen

Tools - Jul 20, 2017

When a details value is changed, the yellow 'Revert to Defaults' arrow next to the changed value will vanish if the changed setting is scrolled off screen. This also prevents the arrow from reappea ...

No Blueprint compile warning with an improperly copied component reference

UE - Gameplay - Blueprint - Sep 19, 2017

When a blueprint's component reference is copied and pasted into a blueprint that does not have the copied component, the blueprint with the copied reference compiles Note: This occurs when the cop ...

Unable to use wrap with or replace with for widget components that are children of an expandable area component

UE - Editor - UI Systems - Sep 29, 2017

With the expandable area widget component, you are unable to use the wrap with or replace with for widget components. This issue does not appear to be a regression. Versions Tested: Issue occurs in ...

BP node value changes if function parameter default value changes.

UE - Gameplay - Blueprint - Nov 2, 2017

When a C++ function parameter has a default value, changing the default value will change any blueprint node of the function where the value is manually set. Regression: Yes - changing the default ...

Enable Per Poly Collision setting in skeletal mesh doesn't apply when adding mesh to level

OLD - Anim - Nov 30, 2017

On a skeletal mesh, there is a setting under the Asset Details for "Enable Per Poly Collision". This check box can be checked, but the setting is not kept when the skeletal mesh is added to the leve ...