Crash when moving actor on viewport with HierarchicalInstancedStaticMeshComponent.

Gameplay - Components - Aug 28, 2017

Create ActorBP has StaticMesh is not assigned to HierarchicalInstancedStaticMeshComponent. Place this actor on the level, and bind the StaticMesh from the Detail tab and add the appropriate Instance ...

Deactivated Skeletal Mesh Component Plays Animation

Gameplay - Components - Aug 15, 2017

Animations on skeletal mesh components set to use an animation asset still play even when the component is deactivated. Found: 4.17 Reproduced: 4.16.3 & 4.18 Main CL# 3585944 ...

Copy/pasting a child and non-child in IWCE does not preserve attachment hierarchy

Gameplay - Components - Aug 1, 2017

Copy/pasting a child and non-child component in IWCE will not preserve the individual attachment hierarchies of the components. It'll be based on whichever was last selected. If the child was last ...

Duplicating (Ctrl+W) a component and its child will not preserve attachment hierarchy

Gameplay - Components - Aug 1, 2017

When the user duplicates (using Ctrl+W) two components that are attached, their attachment hierarchy isn't preserved. This occurs in both the blueprint SCSEditor and in IWCE. ...

Ensure in IWCE copying a component and its child at the same time

Gameplay - Components - Jul 31, 2017

REGRESSION: Yes, does not occur in 4.16.3 Ensure occurs in in-world component editing, when the user selects and copies a component and its child at the same time. This doesn't occur if these comp ...

Copy/pasting component results in broken duplicate component (named _GEN_VARIABLE)

Gameplay - Components - Jul 28, 2017

REGRESSION: Yes. Does not occur in 4.16.3 Using Copy/Paste to duplicate a component will result in a broken duplicate component. This doesn't occur if the user uses Ctrl+W to duplicate. On compi ...

Undoing pasting a component will crash ([CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::IsValid() [weakobjectptr.cpp:48])

Gameplay - Components - Jul 20, 2017

This is a common crash affecting users in 4.16. The callstack is similar to UE-33127, which was fixed in 4.13. User DescriptionsAccidentally duplicated a blueprint with multiple static mesh compon ...

StartWithTickEnabled is ignored for actor components that auto activate

Gameplay - Components - Jul 13, 2017

Any change to the setting for the variable bStartWithTickEnabled in a skeletal mesh component is not registered. The component will tick even when the variable is set to false. Setting bStartWithT ...

Event Dispatcher cannot be deleted or renamed if it is named "SnapTo" in a Scene Component blueprint

Gameplay - Components - Jun 19, 2017

If an event dispatcher is created with the name "SnapTo" inside of a scene component blueprint, it can no longer be renamed or deleted. Error given: BlueprintLog: New page: Compile NewBlueprint1 ...

Editing ChildActorComponents on a Parent BP can corrupt a Child BP's state.

Gameplay - Components - Jun 13, 2017

Editing the Child Actor Class of a Child Actor Component owned by a Parent BP can corrupt the Child BP's state. This seems related to known serialization issues, where changing a Parent's Property ...