The WITH_EDITORONLY_DATA preprocessor definition is not included in the list of definitions for a project

UE - Foundation - Core - Mar 28, 2017

The WITH_EDITORONLY_DATA preprocessor definition is not included in the list of definitions for a new project, or the UE4 solution. ...

Mesh vanishes on BP compile (components created by components issue)

UE - Gameplay - Blueprint - Mar 29, 2017

When a mesh is declared in a custom component class and that component is added to an actor class, compiling a blueprint based on the actor class will cause the mesh set in the component to vanish i ...

High GPU Memory Consumption when Moving an actor that contains a SceneCapture2D

UE - Graphics Features - Mar 29, 2017

When using a SceneCapture2D within blueprints (as a component or actor blueprint) and moving the blueprint around while placed in the world (Capture Every Frame and Capture on Move enabled). The mem ...

Crash When Using Kill Box/Kill Height With Ribbon Emitter

UE - Niagara - Mar 29, 2017

Ribbon type particles seem to crash the engine if they enter a killbox. This reproduces 8/10 times on the first attempt, you may need to play with the kill box placement (left corner and right corne ...

Changing ColorAndOpacity in Text using AutoKey do not create new keyframe.

UE - Anim - Sequencer - Feb 7, 2017

This is not reproduced in Shadow Color section. Since ShadowColorAndOpacity is FLenearColor and ColorAndOpacity is FSlateColor, this prevents adding new keys in ColorPropertyTrackEditor.cpp FColo ...

LODs appear differently in each eye in VR when on the edge of a distance where the LODs would change

UE - Platform - XR - Apr 4, 2017

LODs appear differently in each eye in VR when on the edge of a distance where the LODs would change. It appears that the Distance that is used to determine what level of detail an object should be ...

Nav Link Component's Transform Being Ignored

UE - AI - Apr 5, 2017

Nav Link Components are not respecting transform changes inside of the blueprint's viewport. They will always originate from the Actor's origin point. ...

Plugins do not work on Mac if they are added to a project via a symlink

UE - Platform - Apple - Apr 5, 2017

The Editor on Mac does not recognize plugins that are added to a code project via symlink (the plugin code is located somewhere other than in the project's Plugins folder). Xcode properly recognizes ...

GC Clustering broken for USoundWave assets (crash)

UE - Foundation - Core - Mar 29, 2017

Assert crashes Editor in the GC system during packaging due to USoundWave assets not being configured for GC clustering. Disabling GC clustering in project settings is a workaround, but the fix is ...

IAP failed to read purchase

UE - Platform - Mobile - Feb 20, 2017

In-app purchases do not seem to be working properly in Unreal Match 3 or other games ...