App crashes on launch when packaged for Vulkan with Scalable 2D/3D

UE - Platform - Mobile - Nov 4, 2016

No Vulkan SDK was installed Crashed on a Nexus 6P ...

Crash disabling Import Tags from Config in Project Settings

UE - Gameplay - Nov 4, 2016

Crash occurs when disabling Import Tags from Configs in the Project Settings under GamplayTags. There are also ensures that occur with it, linked here. If these need a separate fix, I can enter a ...

FBX sockets (that are parented to a mesh) import rotated when using axis conversion

UE - Editor - Content Pipeline - Import and Export - Nov 4, 2016

If you have socket locators parented to the mesh in Maya and you have a Y-Up environment, the sockets will import to UE4 with an incorrect orientation. See attached images. ...

Incorrect Struct variable type after restarting the editor

UE - Gameplay - Blueprint - Nov 4, 2016

If the editor is restarted between creating a blueprint enum and creating a struct / adding a variable of the enum type to the struct, then the variable type will incorrectly show as "Enum" rather t ...

Cooking Fails After FBX Imports Within Only Spot Lights

UE - Editor - Content Pipeline - Import and Export - Nov 4, 2016

When importing an FBX file with only lights (in this case) via the "Import Into Level" feature this will cause the cook to fail. This can be resolved by adding geometry into the FBX file. ...

Missing check for nullptr in Linker.cpp

UE - Foundation - Core - Nov 3, 2016

At line 610 in Linker.cpp, the following declaration is made:UPackage* FilenamePkg = (ExistingPackage ? ExistingPackage : CreatePackage(nullptr, *PackageNameToCreate)); if (FilenamePkg != Exis ...

Unnecessary extra condition check in PropertyStruct.cpp

UE - Foundation - Core - Nov 3, 2016

On line 300 of PropertyStruct.cpp, there is the following if check:if ((Struct->StructFlags & STRUCT_SerializeFromMismatchedTag) && (Tag.Type != NAME_StructProperty || (Tag.StructName != Struct->Get ...

Default subobjects do not get PostLoad called

UE - Gameplay - Components - Nov 3, 2016

PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...

Irrelevant If Else call in ScriptCore.cpp

UE - Gameplay - Blueprint - Nov 3, 2016

On line #1301 in ScriptCore.cpp, there is the following if statement:if (Function->FunctionFlags & FUNC_Native) { Function->Invoke(this, NewStack, ReturnValueAdress); } else { Fu ...

'Stat Collision' Console Command appears twice in PIE list

Tools - Nov 3, 2016

'Stat Collision' Console Command appears twice in PIE list Regression (no) issue (does) occur in 4.12.5 ...