TimeRemaining doesn't work when animation has a negative play rate

OLD - Anim - Feb 16, 2017

TimeRemaining doesn't work when animation has a negative play rate ...

Crash in sequencer converting an object to spawnable

UE - Anim - Sequencer - Feb 16, 2017

Crash occurs in sequencer when the user attempts to convert a possessed object to a spawnable. ...

Instanced nested subobjects will get reset to default when edited in components detail panel

UE - Gameplay - Components - Feb 16, 2017

UActorComponents don't currently allow subobjects that are UActorComponents. However, this also prevents them from having "normal" instanced UObjects. The UObjects can be added to an ActorComponent ...

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. ...

FArchive broke operator<< for bool in Editor builds

UE - Foundation - Core - Feb 16, 2017

Looks like CL-3215392 added changes in FArchive where the operator<< method for bool is a member operator in Editor (as opposed to a global operator in non-editor and old builds). This causes shado ...

Warnings (TEnumAsByte is not intended for use with enum) when packaging with Blueprint Nativization method set to Inclusive

UE - Gameplay - Blueprint Compiler - Feb 16, 2017

User gets the warning below after trying to package a new VR template if Blueprint Nativization is set to "Inclusive" Warning: "THelper: Packaging (Windows (64-bit)): xgConsole: c:\program files (x ...

Crash when rotating and resizing a Background Blur widget

UE - Editor - UI Systems - Feb 16, 2017

If the user rotates a background blur widget and then tries to resize it, this will cause the editor to crash Note: Widget cannot be opened if the widget is saved in this state. ...

Exposure Is More Extreme In High-End Mobile Preview Modes

UE - Platform - Mobile - Feb 16, 2017

In high-end mobile preview modes the exposure will return much more exaggerated results. This is related to the new default tone mapper settings since changing r.TonemapperFilm to 0 solves the issue ...

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. ...

DialogueWave playback calls OnQueueSubtitles multiple times

UE - Editor - UI Systems - Localization - Feb 16, 2017

DialogueWave playback calls OnQueueSubtitles multiple times, whereas playing normal SoundCues only call it once at the start of playback. ...