Changing Game Icon does not properly alter icon on Windows taskbar in packaged project

UE - Foundation - Core - Cooker - Sep 24, 2015

Changing the Game Icon in Windows Packaged projects does not display the new icon on Windows taskbar. ...

glDebugMessageControlKHR in InitDebugContext() causes Zenfone 5 app crashes on launch

UE - Platform - Mobile - Dec 15, 2015

Game applications crash on Zenfone 5 once they're launched. This seems to be due to the InitDebugContext(). Chris requested this to be entered for tracking purposes. Chris B: I believe the problem ...

Player Gets Booted After Immediately Rejoining a Steam Lobby

UE - Online - Dec 16, 2015

Several licensees have reported this issue. It is caused by FSocketSubsystemSteam::UnregisterConnection being called twice - once after the player leaves the game, and once when it is garbage collec ...

When a widget is Anchored for full screen but is outside of the canvas panel this can cause a memory leak

UE - Editor - UI Systems - Dec 2, 2015

If the user places a text widget out side of the canvas panel and then sets it's anchor point to full screen, this can cause a memory leak (100kb-800kb). ...

Destroying a Component doesn't trigger the OnComponentEndOverlap node

UE - Gameplay - Sep 1, 2015

Destroying a Component doesn't trigger the OnComponentEndOverlap node User Description: OK, so I have an actor with only one component: BoxCollision, with default settings. I place it on map. In m ...

When using the draw text node On paint setting the position appears to have no effect

UE - Editor - UI Systems - Dec 7, 2015

If the user uses the on paint function in combination with the draw text node then the text appears to only at the position 0,0 regardless of what position is specified. ...

UE4: Anim: SlotNames appear in duplicates

OLD - Anim - Sep 30, 2015

Slot Node Names are supposed to be unique, but something broke where now we see many duplicates of the same Slot Names, even across different SlotGroups. ​ ...

Dangerous Casts in Editor Modes

Tools - Dec 15, 2015

User found that our editor mode functions don't do static casts, and thus you can cast to classes that don't share a common base class with the pointer class we're casting from, resulting in some na ...

Performance issues with World Composition

Tools - Dec 14, 2015

Licensee reports performance issues with ULevelStreaming::GetWorldAssetPackageFName, repeatedly constructing an FName for every sublevel. Should cache this. ...

Crash when updating a blueprint from an instance, where the blueprint contains an array of text objects

UE - Gameplay - Blueprint - Dec 11, 2015

Create an actor blueprint with a public variable that is an array of Text & compile itCreate an instance of the blueprint in the worldAdd several text items to the arrayApply instance changes to the b ...