SpawnActor node evaluates pure inputs twice

UE - Gameplay - Blueprint - May 9, 2017

When the node Spawn Actors from class is used with a pure input (in this case a pure function with a transform output) The result is that it get evaluated twice. In the test project provided a print ...

Static Mesh Navigation Collision Properties Not Being Saved Correctly

UE - AI - May 10, 2017

Setting properties for a static meshes Navigation Collision and then reopening the mesh causes them to be reset. This does not appear to occur in 4.14.3. This is a regression. ...

Alt tabbing into the Blueprint Editor while a Microsoft IME keyboard is active causes the editor to freeze

Tools - May 15, 2017

If you change focus to the Blueprint Editor (Alt+tab) while a Microsoft IME keyboard is active, the editor will freeze for a short time. The duration of the freeze is dependent on the number of blue ...

Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted (BodySetup is marked Instanced)

UE - Gameplay - Blueprint - May 15, 2017

Procedural mesh loses collision when the "Add Procedural Mesh Component" node is copy&pasted. In this example the generated box appears to lose collision once an "Add procedural mesh component" node ...

GetOverlappingActors/Components ignore physics actors spawned in with zero movement

OLD - Anim - May 15, 2017

GetOverlappingActors/Components ignore physics actors spawned in with zero movement. This only effects actors where the root is the DefaultSceneRoot and not the Static Mesh Component. User Descript ...

Crash when setting a named slot widget's name to be the same as another named slot widget

UE - Editor - UI Systems - May 16, 2017

Crash when setting a named slot widget's name to be the same as another named slot widget ...

Plugin Type breaks XCode syntax hightlighting

UE - Platform - Apple - May 16, 2017

Setting a plugin module's type to "Editor" causes syntax highlighting in XCode to break for .cpp files in that module. Setting the type back to Runtime fixes the behavior ...

BokehDOFRecombine Incurs Cost Even While DOF Is Not Enabled

UE - Graphics Features - May 17, 2017

While separate translucency is enabled DOFRecombine will incur a cost even when not using DOF (Scale of 0 or blur size of 0). Maybe we can check to see if those values are == 0 (meaning DOF is effec ...

Get Instances Overlap returns overlap outside of collision bounds

OLD - Anim - May 17, 2017

Get Instances Overlap returns overlap outside of the collision bounds. This effects the Instanced Overlapping Box and Sphere. It is also reproducible with engine assets replacing the Fencing mesh. ...

Editor crashes when opening a project that has a variable in a Blueprint function with the same name as a different replicated variable in the Blueprint's parent code class

UE - Gameplay - Blueprint - May 17, 2017

If a replicated property in a parent code class has the same name as a variable contained within a function of a Blueprint that derives from that parent class, the Editor will crash while attempting ...