UE4 Crashes if multiple Vive Trackers or Lighthouses are used

UE - Platform - XR - Jan 24, 2018

User reports that if more than 5 trackers are connected, UE4 crashes Suggested fix: Root cause of bug is related to the fact that UE has no setup to receive input events from Vive Trackers. (we ha ...

Haptic effect for Oculus touch does not last longer than ~2 seconds

UE - Platform - XR - Jan 30, 2018

Haptic effect for Oculus touch does not last longer than around 2 seconds even when set to a longer time. ...

Default values of map variable with instance editable set to true cannot be changed for instances in the level

UE - Gameplay - Blueprint - Feb 6, 2018

It appears that the information contained in a map variable that is been marked as instanced editable can not have the information changed from the default values. An instance who values have been c ...

Animation Sequences in Sequencer Set to Frame 0 When Transform Curve is Moved

UE - Anim - Sequencer - Feb 7, 2018

-When a curve of a transform track is edited animation tracks set themselves back to start at frame 0. -Tested with scale to avoid interference with location -sequencer is not docked ...

Crash when Changing the Preview render levels (to ES3)

Tools - Feb 8, 2018

If the Preview rendering level is changed to Android ES3.1 Preview during PIE, the editor will crash. ...

VR PIE with Oculus - Editor Hangs on Level Load (on 2nd+ Launch)

UE - Platform - XR - Feb 9, 2018

Loading a map while in VR PIE hangs on 2nd+ play Does not occur when Oculus plugin is disabled. Does not occur in packaged project. A nonVR PIE will reset this behavior. Additional info from use ...

Local binary build looks for code files using the original file path where it was first created

UE - Foundation - Core - Feb 14, 2018

A local binary build that is installed on a computer different from the one where it was originally created, with a different root directory location, attempting to go to the definition of a Bluepri ...

Unreal Header Tool can sometimes fail if an Engine plugin is Enabled By Default and has the "Program" Module Type set

UE - Foundation - Core - Feb 15, 2018

An Engine plugin with the Program module type and EnabledByDefault set to true can cause the Engine to fail to build successfully due to UHT failing. I was only able to reproduce this behavior using ...

Blueprinted class fails to instance private objects if the hosting subobject's class inherits an instanced variable

UE - Gameplay - Blueprint - Feb 21, 2018

Blueprints that contain an instanced private object that is nested under an instanced subobject and the defaults of that blueprint are set up using EditInLineNew, any instances of the blueprint will ...

OnRep functions not overrideable in child BPs

UE - Gameplay - Blueprint Editor - Feb 27, 2018

The function that is Auto-Generated when creating RepNotify Variables is not overrideable in child blueprints. (Potentially involved with the inability to add inputs/outputs to OnRep_ functions) ...