Crash Occurs When Attempting to Use Validated Get on a Local Variable

UE - Gameplay - Blueprint - Jan 13, 2016

In a function, creating a local Pawn or Actor variable, getting it, and then converting the Get to a Validated Get will cause the editor to crash upon compiling the blueprint. Found in 4.10.2 binar ...

FullScreen Immersive on KitKat and above devices still shows device buttons

UE - Platform - Mobile - Nov 2, 2015

Enable fullscreen immersive on kitkat and above devices does not properly work on devices with onscreen buttons. ...

Character Can Jump Indefinitely on the Client When JumpMaxHoldTime > 0

UE - Gameplay - Jan 23, 2017

Characters on the client can jump indefinitely when using a Jump Max Hold Time of > 0. It appears that this option is not available on the client. ...

Fail to launch ('Attempt to build nav collision') on device when HLOD is generated

UE - AI - Feb 16, 2017

After generating HLOD, game launched from launch on device does not run correctly. 4.14 does not seem to have this issue, so this might be a regression. ...

Can't clear AnimBp reference from an old asset(4.10 or before) with a skeletalMeshComponent

OLD - Anim - Mar 2, 2017

When using an older asset(4.10 or before) with a skeletalMeshComponent in a newer engine version, a reference for the original AnimBP remains after changing the mesh component's Anim Class. ...

OnAudioPlaybackPercent Returning Incorrect Start Time of Play node with new Audio Engine

UE - Audio - May 2, 2017

The values returned by the OnAudioPlaybackPercent event node are incorrect when calling a sound to Play with a specific Start Time via blueprint when using the new Audio Engine i.e. AudioDeviceMod ...

Edit shared defaults for multiple blueprints leads to Engine crash.

UE - Gameplay - Blueprint - Jun 20, 2017

Changing any value in Edit shared defaults window with multiple blueprint assets leads to Engine crash. This is a regression from 4.16 ...

Slow response on clicking on InstancedStaticMeshComponent with many elements when using IME

Tools - Aug 7, 2017

When clicking on InstancedStaticMeshComponent with many elements, Editor memory usage increases and editor freezes until the operation is finished. The wait and memory usage get much worse when usin ...

Red 'X' gets displayed for stationary light in blueprint editor

UE - Gameplay - Blueprint - Sep 11, 2017

Stationary light in a blueprint gets displayed with red 'X' in Blueprint Editor viewport after opening the blueprint for the second time. ...