Ensure failure !bStaticCall nativizing blueprint calling blueprint function library function

UE - Gameplay - Blueprint Runtime - Jan 26, 2017

With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...

"Use Extremes" Checkbox In Cascade Has Unusual Behavior When Spacebar Is Pressed

UE - Niagara - Jan 26, 2017

After interacting with the "Use Extremes" option in cascade (found in the Init Mesh Rot(Seed) module) pressing the spacebar will start changing the state of the checkbox. ...

Crash Occurs when changing the 'Max Metal Shader Standard To Target' option within iOS Project Settings

UE - Platform - Mobile - Jan 26, 2017

A crash occurs when setting the Max Metal Standard Shader version within the Project Settings for iOS. I tested on both Mac and PC and the crash occurs on both machines. Regression? No, this is not ...

Numpad +/- will zoom in blueprints when typing in a node on Linux

UE - Editor - UI Systems - Slate - Jan 26, 2017

When entering text into a node such as Print String, pressing +/- on the numpad will zoom the blueprint in and out. This does not occur on Windows or Mac. ...

Crash opening blueprint when a node class has been removed (e.g., anim blueprint with Ragdoll node with Immediate Mode plugin disabled)

UE - Gameplay - Blueprint Editor - Jan 26, 2017

Crash occurs when the user attempts to open an anim blueprint containing the Ragdoll node, when Immediate Physics is disabled. ...

Shader complexity is broken in the forward renderer

UE - Graphics Features - Jan 26, 2017

Second UVs wiped when using Merge Actors Tool

UE - World Creation - Worldbuilding Tools - HLOD - Jan 26, 2017

The merge actor tool no longer saves additional UVs used for the merged mesh. This was not the case in 4.13, but in 4.14 and later this information is no longer present. Also worth noting is that i ...

Particle Parameter Won't Update If Used With EventReceiver Spawn

UE - Niagara - Jan 26, 2017

Particle Float Parameter for the EventReceiver Spawn doesn't update when accessed via blueprint it just retains whatever default value is assigned in cascade. I've confirmed other modules work as ex ...

Typo in Material Editor Tooltip

UE - Rendering Architecture - Materials - Jan 26, 2017

There is a small typo typo in the Material editor. For the tool tip for the apply button, it says, "it's" when it should be "its." (See attached image.) ...

UObjectLibary::RemoveObject removes from the wrong array

UE - Gameplay - Jan 26, 2017

The UObjectLibrary::RemoveObject function has mixed up logic inside of it that causes it to remove objects from the incorrect array. It currently removes from the Objects array if bUseWeakReferences ...