Breakpoints in code run later in the frame are still hit after hitting stop at a previous breakpoint when debugging BPs

UE - Gameplay - Blueprint - Mar 30, 2018

We can't prevent code after the stop from being run until the end of the frame, but we should be able to prevent it from actually stopping at those breakpoints if a stop was requested previously. I ...

set negative values in 'New window position' to set position of 'Play in New Window'

Tools - Mar 30, 2018

Selecting negative values for window resolutions leads to a crash. ...

STAT GPU console command makes the editor unresponsive

UE - Foundation - Core - Mar 30, 2018

Running the stat GPU command causes the editor to hitch for a period of time.  ...

Actor does not receive End Play if it was destroyed during the world's Begin Play and it had already begun play

UE - Gameplay - Mar 30, 2018

If an Actor destroys another Actor when the game is first starting, then End Play does not get called on the destroyed Actor. In the attached project, there is an Actor Blueprint in the level that s ...

[CrashReport] UE4Editor_Engine!FMaterialShaderMap::GetMeshShaderMap() [materialshader.cpp:2395]

UE - Graphics Features - Mar 30, 2018

User comments in crash group:Duplicating material and switched it cause i have to use itChanging a landscape material.I just import World Machine landscape with multi-layered.Crash when reaching 16 ...

Material Instance values lost when using Material Parameters inside of multiple Material Functions

UE - Rendering Architecture - Materials - Mar 30, 2018

Material Instance parameters (that derive from parents using material functions) can have their data shifted or not saved. ...

[Metal-Epic:Tools] Compiling Metal 2.0 shaders on XCode 9.3 beta with desktop forward selected fails on iOS

UE - Graphics Features - Mar 30, 2018

Shaders fail to compile with a series of cube map errors (subset below): LogShaderCompilers: Warning: 17 Shader compiler errors compiling global shaders for platform SF_METAL_MRT:   LogShaderComp ...

Widget retains reference for widgets that have been replaced and deleted

UE - Editor - UI Systems - Mar 29, 2018

Widget references remain even after the referenced widgets have been deleted. This happens if the widget was replaced with another user created widget. ...

Is Editor Only setting excludes asset from map in packaged builds but does not exclude it from the package

UE - Foundation - Core - Cooker - Mar 29, 2018

Setting an instance of an asset in a level to "Is Editor Only" will cause the asset to not be present in the level in a packaged game, but the asset is still included in the cooked content for the g ...

SetAdd and MapAdd nodes do not return Bool

UE - Gameplay - Blueprint - Mar 29, 2018

Set Add and Map Add nodes no longer return the boolean (bool would return true if item was added to set, false if it already exists in set) ...