MediaAssets: Crash in UMediaSoundComponent::UpdatePlayer

Media Framework - Nov 20, 2017

When assigning the same Player ...

Packaged builds don't copy over plugin config files

UE - Foundation - Cpp Tools - Plugin System - Nov 21, 2017

We currently do not copy over the Config folder when we are packaging a plugin for inclusion with a packaged game. This is likely because we haven't supported plugin config files in the past, but th ...

Moving an actor between levels causes properties marked DuplicateTransient to reset to default

Tools - Nov 22, 2017

Currently, properties marked DuplicateTransient will be reset to default when their actor is moved to a different level. This happens because we use the clipboard to virtually cut the actor out of o ...

Breakpoint triggered in Visual Studio after running "{,,UE4Editor-Core}::PrintScriptCallstack()" command

UE - Gameplay - Blueprint - Jan 10, 2018

Running the command {,,UE4Editor-Core}::PrintScriptCallstack() in the Immediate Window in Visual Studio while debugging is paused in Visual Studio will result in a breakpoint being hit when the ...

Launching a packaged game will cause it to open on the leftmost monitor, ignoring your primary monitor

Tools - Jan 17, 2018

A licensee has reported that opening a packaged game in 4.18 and onward will cause the packaged game to appear on their left most monitor, rather than their primary monitor. This was not the case in ...

the "Is Visible" node does not appear to consider the visibility of any parent widgets

UE - Editor - UI Systems - Jan 19, 2018

When using the "Is Visible" node for a widget who parent is set to hidden, the node will return true even though the widget cannot be seen. ...

UMG Animations do not play while the widget is offscreen

UE - Editor - UI Systems - Jan 22, 2018

Currently, widget animations are updated in UUserWidget's NativeTick. Widgets do not tick when they are offscreen (as intended), but as a side effect, animations are paused and will resume once the ...

Enabling "Include app-local prerequisites" does not work - Causes errors or warnings

UE - Foundation - Core - Jan 25, 2018

Enabling the "Include app-local prerequisites" causes errors or warnings to appear when packaging. 4.17 error:Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exce ...

Audit usage of StaticClass() in AssetMappingTable and AnimationAsset code

OLD - Anim - Jan 24, 2018

A user has pointed out that code in AssetMappingTable.cpp and AnimationAsset.cpp are using the StaticClass() method on pointers. Because StaticClass is a static method, it relies on name hiding to ...

Instanced Properties remain after compile

UE - Gameplay - Blueprint Editor - Jan 25, 2018

Our team has been using property instances, and have run into several problems. We were able to reproduce one of the problems, and I was hoping to have your team look at it. General scenario. We ha ...