Memory leak after exiting PIE

There appears to be a memory leak when you PIE and then exit PIE. Users are reporting that each time they PIE, their RAM usage jumps up, say, 10MB, then when you exit PIE, it only drops down 5MB. ...

Interface function has the incorrect pin type if referencing self

UE - Gameplay - Blueprint - Sep 1, 2015

Interface function has the incorrect pin type if referencing self User Description: I have an interface that requires an array of its own interfaces as output. I have that array of interface as a ...

ESplineMeshAxis Enum is not available as a variable or struct

Tools - Aug 14, 2015

ESplineMeshAxis Enum is not available as a variable or struct User Description: I have a struct that is responsible for holding many of the properties of my spline meshes. I want it to hold the ES ...

Destroying a Component doesn't trigger the OnComponentEndOverlap node

UE - Gameplay - Sep 1, 2015

Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...

Trigger class bp doesn't recognized custom Object Collision settings for overlap

UE - Gameplay - Sep 11, 2015

Trigger class bp doesn't recognized custom Object Collision settings for overlap User Description: When I place a trigger box in the world it blocks the player. I have it setup up so that the pla ...

Tessellation has noticeable difference between adding a Static Mesh and Painting with Foliage

UE - World Creation - Worldbuilding Tools - Foliage - Sep 24, 2015

Adding a static mesh to a scene has different tessellation than when painting the same mesh with the foliage brush. ...

Execute while paused input action mappings do not execute when console command pause used

UE - Gameplay - Input - Jul 28, 2016

"Execute while paused" input action mappings do not trigger when using the pause console command. Workaround Use the "Set Game Paused" node, which works as expected. Regression (no) issue (does ...

UTF-16 characters return incorrectly from StringToBytes/BytesToString conversion

UE - Foundation - Core - Jul 28, 2016

When a UTF-16 character (™ for example) is passed into a StringToBytes() function and then returned via BytesToString, the returned character does not match (in the case of ™, a double quotes is ret ...

Widget functionality broken when removing / recreating the same widget from a widget component

UE - Editor - UI Systems - Jul 26, 2016

When SetWidget is called, the call to Widget->MarkPendingKill(); causes the widget to lose functionality if the widget being created is the same as the widget previously removed. ...

CameraVectorWS Input Data as Post Process Blendable not Rendering Correctly

UE - Graphics Features - Apr 6, 2016

When calling a post process blendable to the screen using the CameraVectorWS input data, only the geometry is effected and not the screen space. Note I sent an email out about this issue, and it ha ...