Declaring a TMap as a UPROPERTY fails to compile with a boolean

UE - Foundation - Core - Dec 16, 2015

Declaring a TMap< [type], bool> will fail to compile if it is declared as a UPROPERTY. The error seems to be with the bool because TMap< [type], int8> will compile as a UPROPERTY. ...

Crash in ReflectionCaptureComponent::ReadbackFromGPUAndSaveDerivedData()

UE - Graphics Features - Dec 15, 2015

See UDN. Crash during autosave. ...

Line Trace by object not returning Component name when called from a custom event that is set to run on server when the component name contains a period

UE - Gameplay - Dec 15, 2015

If the user tries to do a line trace by object for an actor component that has a period in it's name (example "static.mesh") it will not return anything if it is called from a custom event that is s ...

Source build does not compile if OS is set to Turkish

UE - Foundation - Core - Dec 14, 2015

Attempting to build the editor from source will fail to compile in VS if the computers Region format / Language is set to Turkish. This is caused by #ifndef Identifiers being translated incorrectly ...

Setting bNotConnectable does not prevent the pin from being promoted to a variable

UE - Gameplay - Blueprint - Dec 14, 2015

When using bNotConnectable to prevent a blueprint pin from connecting to other pins, it is still possible to right click on the pin and choose the "Promote to Variable" option. Doing so will add a ...

Mouse Position doesn't properly update on tick when framerate is low in standalone game

UE - Editor - UI Systems - Slate - Dec 11, 2015

If a game is run in the standalone editor and the FPS drops to ~20-30 FPS, pressing an event such as LMB and returning the mouse position on tick will cause the tick to jump inconsistently. Note: ...

Overlapping isn't updated on replicated components after SetWorldTransform

UE - Networking - Dec 10, 2015

Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...

EditInlineNew specifier for UClasses causes issues with the editor UI

Tools - Dec 10, 2015

When a class uses the EditInlineNew specifier, the resulting class has some errors when interacting with the editor. 1. Unable to assign existing blueprints based off the class to an array of that ...

VR does not work in standalone if the user has used the VR preview

UE - Platform - XR - Dec 9, 2015

The VR mode does not turn on when using the Alt+Enter method in standalone if the user has previously used the VR preview feature during the same session of working in the editor. Once the Editor is ...