Monitor Directories does not auto import or re-import from network locations

UE - Editor - Content Pipeline - Import and Export - Nov 15, 2017

Monitor Directories feature in the editor preferences does not auto import or re-import from network locations. There is no issue if the location of the folder is local. This issue does not appear t ...

FSimpleAbstractSocket implementations do not handle partial sends

UE - Networking - Nov 15, 2017

The implementations of FSimpleAbstractSocket used by the network file server do not handle a partial send call on the socket. If a partial send occurs and there is no socket error, it should loop a ...

Setting the iOS Marketing Icon results in the icon being displayed at full size and interfering with the ability to scroll through the iOS settings

UE - Platform - Mobile - Nov 14, 2017

Setting an image to be used as the Marketing Icon results in the icon being displayed at full size and interferes with the ability to scroll through the full iOS section. ...

Missing default Marketing Icon for iOS projects

UE - Platform - Mobile - Nov 14, 2017

There is no default image in the Engine for the iOS Marketing Icon. ...

Reordering Instance Editable arrays in a Character Blueprint breaks the array

Tools - Nov 14, 2017

When re-arranging an array that has been added to a character blueprint, the array adds an empty value to element [0] and leaves it in a broken state. I tested this using the Level blueprint as well ...

Static mesh LOD settings are missing in the bulk edit view

Tools - Nov 14, 2017

We've had a couple of requests to bulk edit the LOD settings on static meshes, however those don't currently appear in the bulk edit UI since they're not currently real properties. They should be m ...

Changing Value of Current Focal Length In Details Panel Has No Effect When Played in Standalone

UE - Graphics Features - Nov 14, 2017

In TestPawn_BP in the details panel, when Current Focal Length is changed, there is no visible change when played in Standalone Game. -Could not test in 4.17 due to the ARToolkit Component was not ...

Editor crash in blueprint after compiling Post Process Settings node setings

UE - Gameplay - Blueprint - Nov 14, 2017

Adding a variable of Post Process Settings structure to a blueprint causes the editor to crash when the blueprint is compiled. Regression: Yes - Editor did not crash on compile in 4.17.2 (CL 365890 ...

Crash reimporting Skeletal Mesh that has an extremely high amount of LODs

Tools - Nov 14, 2017

I have attached the project I used to repro this as well. All you should need to do is reimport twice on the untitled skeletal mesh and it should crash ...

Interface with one or more BlueprintNativeEvent declarations will lead to a compile failure during packaging with Blueprint nativization enabled.

UE - Gameplay - Blueprint - Nov 14, 2017

In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...