Memory Use Steadily Increases in Editor With No Tabs Open

Tools - Nov 24, 2015

When in the editor, the memory use steadily increases ~1mb/s and rises indefinitely. This occurs without having any tabs open, and without performing any actions in the editor. Found in 4.10 Binary ...

Typos in Array.h

UE - Foundation - Core - Dec 28, 2015

In Array.h, there are a few typos in comments. In 4.9.2 and 4.10, the typos occur at line 2335 and 2359. *@param InIntem Item to be added. In Main, the typos are located at lines 2471 and 2495. ...

Memory Usage Remains High After Exiting PIE

Tools - Nov 24, 2015

Originally, a project that uses about 500 mb of memory spikes to over 2 gigs during PIE. After exiting PIE, the memory usage remains well over 2 gigs and continues to rise. Found in 4.10 Binary. R ...

Opening Sequencer from "Window" toolbar option opens an empty window

UE - Anim - Sequencer - Apr 1, 2016

After enabling the Sequencer plugin, opening Sequencer from the Window toolbar option brings up an empty window that cannot be interacted with. Is this a regression: No - Issue occurred in 4.10.4 a ...

IgnoreComponents array is not properly populated when called recursively on a destructible mesh

UE - Simulation - Physics - Destruction - Apr 5, 2016

Using a recursive line trace function to populate the IgnoredComponents array does not properly identify each component of a destructible mesh to be ignored. ...

Cannot Dynamically Spawn Actor Containing Overlapping Child Actor Components

UE - Gameplay - Mar 8, 2016

Blueprints containing child actor components that are overlapping in the blueprint's viewport cannot be used as the default pawn, as they are not spawned in. Using the Spawn Actor From Class node wo ...

LineTraceSingleByObject not Returning Valid Physical Material

UE - Gameplay - Mar 22, 2016

Attempting to perform an is valid check on a physical material from a FHitResult returns invalid. This does not occur when using a blueprint setup, it only seems to occur when using code. 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 ...

Create player node's return value does not appear to return the correct player for clients

UE - Gameplay - Blueprint - Apr 22, 2016

The direct reference appears to not work on the client when using the return value on the create player node ...

Opening the launcher as administrator will make it so that you cannot drag and drop fbx files in to projects

Tools - May 25, 2016

Opening the launcher as administrator will make it so that you cannot drag and drop fbx files into projects ...