Crash force deleting blueprint being used as a Child Actor Component in an actor in the level

Gameplay - Components - Mar 23, 2018

REGRESSION: Yes, the crash does not occur in 4.18. A crash occurs when the user force deletes an actor blueprint that is being used as a child actor component in another blueprint that's in the lev ...

Performance problems (freeze) in SCS tree view with a significantly large number of components

Gameplay - Components - Mar 9, 2018

User reports an unreasonably long editor freeze when a significantly large number of components need to be processed in the SCS editor tree view (tens of thousands) when selecting an instance of a B ...

Spaces in SCS component variable names carry through to the component template object name.

Gameplay - Components - Feb 28, 2018

Naming an SCS component variable something like "My Scene" results in a component template UObject named "My Scene_GEN_VARIABLE" (space included). The component template object name should probably ...

Root component doesn't scale appropriately when defer spawning in C++

Gameplay - Components - Feb 12, 2018

Whenever defer spawning is used from the GameplayStatics library it is supposed change it's transform properties based on what is passed in as a parameter. Despite this, it seems the newly created a ...

[CrashReport] UE4Editor_Engine!USceneComponent::DestroyComponent() [scenecomponent.cpp:847]

Gameplay - Components - Dec 1, 2017

[Edit]: This should no longer be a crash as of 4.19.2 - we should only get ensure() reports with this callstack. ===== This is a common crash coming out of 4.18. Users have not provided any descript ...

[CrashReport] UE4Editor_UnrealEd!FComponentEditorUtils::DeleteComponents() [componenteditorutils.cpp:539]

Gameplay - Components - Dec 1, 2017

This is a common crash in the 4.18 release. Users have not provided any descriptions of their actions when the crash occurred. Source Context 524 OutComponentToSelect = RootComponent; ...

RegisterComponentWithWorld does not check to see if Children of registered component have bAutoRegister set to false

Gameplay - Components - Nov 30, 2017

UActorComponent::RegisterComponentWithWorld() does not have a check for bAutoRegister near the end of the function, where it registers the component's children if it was created by the Construction ...

Ensure undoing adding a component in UCS with Hide Construction Script Components in Details View off

Gameplay - Components - Oct 2, 2017

An ensure occurs if the user undoes the adding of an Add Component node in the Construction Script, when Hide Construct Script Components in Details View is disabled (which is on by default). ...

Discrepancy in capsule distance to floor when crouching

Gameplay - Components - Aug 30, 2017

When crouching is set in the CharacterMovement Component, the distance from the character capsule to the floor increases by one unit while crouching. Regression: No - Same behavior occurs in 4.16.3 ...

[CrashReport] UE4Editor_Engine!USceneComponent::UpdateComponentToWorldWithParent() [scenecomponent.cpp:492]

Gameplay - Components - Aug 29, 2017

This is a common and longstanding crash that has occurred since at least 4.12 and affected more than 400 users. User DescriptionsWas following the first Blueprint tutorial and dragged the geometry ...