Allow close set to false in the project settings does not prevent the user from closing the game window

Tools - May 30, 2017

User can still close the game window when the "Allow close" option is set to false. When unchecking similar options (such as allow maximize) the buttons are no longer available. ...

Reaching max Pitch and Yaw while piloting an actor will cause the actor to roll randomly

Tools - May 30, 2017

Reaching max Pitch and Yaw while piloting an actor will cause the actor to roll randomly User Description: When pointing my view straight down or up the rotation values (x and z) go wild, this mak ...

Open Level node does not open the correct level in Packaged game

UE - Gameplay - Blueprint - May 30, 2017

Open Level node does not open the correct level in Packaged game. Instead of loading the level named in the node, the node will just open the current level. This issue can cause problems with Matine ...

[CrashReport] Fatal Error: Outstanding reference to module 'Renderer' while trying to unload it

UE - Graphics Features - May 30, 2017

This crash was previously being tracked in [Link Removed] with a generic "Assertion failed: ModuleInfo.Module.IsUnique()" error message. Ben.M updated that with CL 3376654 and commented: "This cou ...

Custom software cursor cannot move beyond the Monitor's native resolution when the resolution is set higher than the native resolution of the monitor

UE - Editor - UI Systems - May 30, 2017

Software cursor will not go beyond the native resolution of the monitor. This means that if the resolution for the game window is set to a resolution higher than the native resolution of the monitor ...

Component delegate losses binding after level change

UE - Gameplay - May 30, 2017

When a component delegate is called in a blueprint as an event, changing levels causes the delegate to loose binding and not be called. ...

Emitter Initial Location breaks when using Orbit module

UE - Graphics Features - May 30, 2017

Emitter Initial Location (EIL)module will cause the emitter with the module to follow whatever other emitter is set. If the emitter being followed has an Orbit module, the first emitter does not fo ...

Mac defaults to device 0 for new Audio Mixer

UE - Audio - May 30, 2017

Users are pointing out issues with the new Audio Mixer on Macs. We have already responded on the forum post and are aware of its current state. One user has identified the issue with "default macOS ...

[CrashReport] UE4Editor_Sequencer!FSequencerEdMode::CleanUpMeshTrails() [sequenceredmode.cpp:186]

UE - Anim - Sequencer - May 30, 2017

This is a top crash occurring in the 4.16 release. Despite the callstack occurring in Sequencer, many users are experiencing this crash while working in UMG. User Descriptionsscaling track in widge ...

Cooking is not deterministic for LoadAsset blueprint node

UE - Gameplay - Blueprint - May 30, 2017

The LoadAsset node in blueprints appears to cause deterministic cooking errors for map files when used in the map's level blueprint. It quite possibly also causes problems when used in regular blue ...