Blueprint's location reset to 0, 0, 0 after being detached in a network environment

UE - Networking - Apr 24, 2017

Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...

Blackboard Key Values Persisting Between PIE Sessions

UE - AI - Apr 21, 2017

Values set on Blackboard Keys are persisting after stopping and starting a new PIE session. Restarting the editor sets these values back to NULL. ...

bIsComposing assert with Japanese MS-IME input(candidate list related)

UE - Editor - UI Systems - Localization - Apr 18, 2017

When using MS-IME as Japanese input method, scrolling out the text field out side the view causes bIsComposing to be set false - this state causes instability of the editor. Crash happened with Win ...

Crash in Packaged Game When Calling Interface Function with Blueprint Nativization Enabled

UE - Gameplay - Blueprint Runtime - Apr 14, 2017

A crash is occurring in a packaged project that is using blueprint nativization when an interface function is called. This crash does not appear to be producing a callstack in the Crash Reporter w ...

GetCurrentPlayers() Always Returning 0

UE - Networking - Apr 14, 2017

GetCurrentPlayers() is returning 0 each time it is called, regardless of how many players are connected to the server. ...

Inconsistent 'Skip Owner' Replication Behavior Between Editor and Packaged Game

UE - Networking - Apr 13, 2017

When a variable is set to Skip Owner replication, it is still being replicated to the owner in a packaged game. This is inconsistent with the behavior in the editor, as testing this using Play in Ne ...

Ensure condition failed in FGPUSkinCache::InternalSetVertexStreamFromCache

UE - Graphics Features - Apr 12, 2017

This ensure has occurred with some frequency in the 4.14 and 4.15 releases, and has been reported in the linked UDN post. Though this Jira links to one specific CrashGroup in CrashReporter, there a ...

Actor Not Ticking on First Streaming Level Load When Using Level Streaming Volume

UE - Gameplay - Apr 11, 2017

Actor's do not appear to be ticking when a level is first loaded when using a Level Streaming Volume. The Tick event will fire on the second and subsequent attempts. Edit: After further testing, th ...

AI Controller Possess Function Called When Opening a Character Blueprint with AutoPossessAI Set to Spawned

UE - AI - Apr 11, 2017

AI Controllers' Possess function is being called when opening a blueprint that has the Auto Possess AI option set to Spawned. ...

Fbx Importer crash if answering no to the incompatible skeleton dialog

Tools - Apr 11, 2017

Quote from the licensee (FbxSkeletalMeshImport.cpp inside "// merge bones to the selected skeleton"): this happens because in UnFbx::FFbxImporter::SetupAnimationDataFromMesh, the function FindFBXMe ...