Widget Compiler not saving a text field with only spaces

Tools - Feb 15, 2017

The UMG Editor's text component will not save the text field if it only contains spaces. This can hinder projects that need to get the distance of a space, as with the case linked with the Additiona ...

Inconsistent behavior with spawned actors when Play, Pause, and Stop are called in a Level Sequence Player

UE - Anim - Sequencer - Feb 15, 2017

This is a report about three different issues that are tightly related to each other, so I decided to include them in a single report. The behavior of actors spawned by a Level Sequence Player is no ...

Packaging a Project with Blueprint Nativization Requires Crash Reporter Client to be Build for Shipping

UE - Gameplay - Blueprint Runtime - Feb 16, 2017

Packaging a project in 4.15 from Github will fail if you don't have Crash Reporter Client built for Shipping. If no Nativization options are enabled, it packages fine, without having to build CRC. ...

DataAssets Cannot Be Opened After Deleting Variables From Their Parent Blueprint

UE - Gameplay - Blueprint Compiler - Feb 17, 2017

Removing a variable from a blueprint that a data asset is based on will prevent that data asset from being opened. ...

Levels will not Move With Containing Folder That is Moved to Another Folder in the Content Browser

UE - Editor - Content Pipeline - Content Browser - Feb 17, 2017

When attempting to move a folder 1 that contains a level/map to another folder 2, a duplicate of the folder 1 containing the level will be generated in folder 2 while the level and original containi ...

Locale is not auto-detected correctly for French or German Windows 7

UE - Editor - UI Systems - Localization - Jun 30, 2016

Reports that a UE4 project launched on French or German Windows 7 is not automatically correctly setting the culture from the OS' setting. Can probably install French or German support for a copy o ...

Static meshes with auto-generated LODs can no longer share lightmaps between LODs

UE - Graphics Features - Feb 21, 2017

User report: With 4.15 using only auto generated LOD's static mesh LOD levels can't share computed lightmaps anymore. This cause severe memory increase and it's making lightmass build times way slow ...

Unable to define custom raw input defice configurations

UE - Gameplay - Input - Feb 21, 2017

The FRawInputDeviceConfiguration struct is not exposed so attempting to define custom raw input device configs fails with unresolved external errors when using: FRawInputDeviceConfiguration newConfi ...

F1 key binding cannot be changed

Tools - Feb 21, 2017

F1 key binding cannot be changed, changing it from its default does not actually undo the key binding for documentation No regression has been done for this issue ...

Access Specifies set to private displayed no warning when called

UE - Gameplay - Blueprint - Feb 21, 2017

While using an access specifier for a function that is set to private, does not run the function, but it can be placed into another BP with no warning appearing when the BP is compiled. This issue ...