BindWidget meta tag throws error on compile if the bound widget is inherited

UE - Editor - UI Systems - Jan 15, 2018

The BindWidget meta specifier allows us to bind a native widget pointer to a widget added to the hierarchy of a UserWidget in the widget editor. However, it appears to only search for a matching wid ...

Using "Replace with child" creates 100+ variables

UE - Editor - UI Systems - Jan 15, 2018

Using replace with child appears to create multiple undesired variables ...

Animation Blueprint Editor Crashes on Compile if the Debug Instance Selection is Other Than No Object or Preview Instance

OLD - Anim - Jan 15, 2018

-Crash occurs when debug is set, and anim Blueprint is compiled while actor blueprint is selected -When reopening project, imported assets are no longer there -Reopening project after crash, the opt ...

When Instanced Stereo is on, instanced static mesh components with multiple material channels will only render in one eye

UE - Platform - XR - Jan 15, 2018

When instanced stereo is enabled instanced static mesh components with multiple material channels will only render in the right eye ...

Editor crashes when calling a "scroll into view" node with missing parameters

UE - Editor - UI Systems - Jan 15, 2018

There is an issue where Editor crashes when calling a "scroll into view" node with missing parameters. This issue should be caught when compiling the blueprint as one of the values should not be nul ...

4.14 fails to launch on macOS High Sierra

UE - Platform - Apple - Jan 15, 2018

The engine will crash in `FMacPlatformSplash::Show()` when trying to launch on macOS High Sierra. ...

Audio components played at the same time appear to desync over time on Android

UE - Audio - Jan 12, 2018

When playing the audio form multiple audio component at the same time, the audio appears to become desynced over time. ...

[Feature Request] Select Node should allow you to right-click and reset a value pin back to a wildcard

UE - Gameplay - Blueprint - Jan 12, 2018

There is an issue where the Select Node does not Reset wildcard values for its pins. This issue does not appear to be a regression Versions Tested: 4.17.2 - 3658906 4.18.2 - 3794801 4.20.0 - 381396 ...

Transform pins change on function duplication (Pins become pass by reference )

UE - Gameplay - Blueprint - Jan 12, 2018

The input transform pins for the node "Compose Transforms" become pass by reference pins when provided in a function that is duplicated. ...

When using 'Is Hidden Ed' it behaves similar to 'Is Hidden Ed at Startup'

UE - Gameplay - Jan 11, 2018

The tool tip for 'Is Hidden Ed' states "Returns true if the actor is hidden in the editor viewports" but it only actually flags true if "Hide Selected at Startup" is selected for the actor. Therefor ...