Code delegates duplicate function calls when owning actor is duplicated in the editor

Core - Jan 15, 2016

If an actor that contains a delegate bound in code is duplicated after being placed in the level, the delegate for the duplicate will also trigger the delegate for the original as well. ...

Typos in Array.h

Core - Dec 28, 2015

In Array.h, there are a few typos in comments. In 4.9.2 and 4.10, the typos occur at line 2335 and 2359. *@param InIntem Item to be added. In Main, the typos are located at lines 2471 and 2495. ...

Declaring a TMap as a UPROPERTY fails to compile with a boolean

Core - Dec 16, 2015

Declaring a TMap< [type], bool> will fail to compile if it is declared as a UPROPERTY. The error seems to be with the bool because TMap< [type], int8> will compile as a UPROPERTY. ...

Source build does not compile if OS is set to Turkish

Core - Dec 14, 2015

Attempting to build the editor from source will fail to compile in VS if the computers Region format / Language is set to Turkish. This is caused by #ifndef Identifiers being translated incorrectly ...

Leading space in front of block comment above UCLASS Macro prevents compile

Core - Dec 4, 2015

If a block comment is used above the UCLASS Macro, leading spaces before the start of the comment causes UHT to fail and the solution to fail compile with a "Missing 'UCLASS' in Class declaration" e ...

Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...

AssetImportData does not get deserialized on a UTexture when loaded as part of a streaming level

Core - Nov 25, 2015

The repro case is to create a material with a texture (texture T), apply it to some object, like a basic cube. Save out this level, level A. Create a new level, and add level A as a sublevel, and sa ...

Calling LoadAssetDataFromPath with default save path crashes the editor

Core - Nov 20, 2015

Attempting to call LoadAssetDataFromPath with the path set to the default save location (/Saved/SaveGames) ...

If a hot reload is performed after adding a custom UserDefinedEnum class to the project, the Editor will crash.

Core - Nov 17, 2015

Performing a hot reload in the Editor after adding a custom UserDefinedEnum C++ class to a project results in a crash. A normal compile in Visual Studio will complete successfully. ...

Serialization to archive corrupts data

Core - Nov 16, 2015

Values stored inside variables becomes corrupted after creating an FBufferArchive variable (FBufferVar), setting FBufferVar.ArForceByteSwapping = true; and then storing the original value in FBuffer ...