Log list console command shows duplicated category entries

Core - Oct 19, 2016

"log list" console command outputs log categories - a licensee reported they see duplicated category entries in 4.13. (e.g. logFileCache, logHMD, logHUD) Actually 4.11 and 4.12 had duplicated entri ...

Crash Occurs When Using the Hide Bone by Name Node

Gameplay - Oct 18, 2016

The editor is crashing when attempting to hide a bone using the Hide Bone by Name node after using the Set Master Pose Component. ...

Deactivating a Component Does Not Stop Component Tick Immediately

Gameplay - Oct 18, 2016

Deactivated components are ticking one additional time after being deactivated. ...

ActorPositionWS Material BP node can crash when used in Post Process material

Rendering - Oct 17, 2016

The ActorPositionWS BP node calls GetActorWorldPosition() in HLSL which references Primitive.ActorWorldPosition. But GetActorWorldPosition() is not protected by an #if HAS_PRIMITIVE_UNIFORM_BUFFER ...

Actor Components Tick Automatically with Auto Activate Set to False

Gameplay - Oct 17, 2016

Actor Components with Auto Activate set to false are still ticking. If you activate the component on begin play, set a short delay, and then deactivate it, the ticking will stop, which is inconsis ...

Marking a Blueprint as Deprecated Causes Existing Instances to be Removed on Level Load

Gameplay - Blueprint - Oct 13, 2016

Enabling the 'Deprecated' option in a blueprint's Class Settings causes all existing instances of it to be deleting upon loading any levels that contain the blueprint. Found in 4.13.1. Reproduced i ...

Nav Mesh Not Generating on Static Mesh Created From BSP

Gameplay - AI - Oct 12, 2016

Nav Mesh is not being generated on a static mesh that was converted from a BSP. Found in 4.13.1. Reproduced in 4.12.5 and 4.14 Main CL 3156733 Attached is a screenshot showing the difference betw ...

A stopped sequencer track will be updated one more time after RestoreState has been called

Tools - Sequencer - Oct 11, 2016

A licensee reports that updating a stopped track that has already had it's state restored can cause problems. We should investigate why the update is happening and if it can be safely removed. ...

Lengthy Compile Times on Blueprints Containing an Array of Self References When Multiple Instances Exist in the Level

Gameplay - Blueprint - Oct 11, 2016

There are lengthy compile times with a blueprint with 50+ instances in the level that contains an array of self references. On lower-end machines, the compile times are upwards of 10 seconds. Found ...

Event Dispatcher Automatically Targeting Self in Child Blueprint

Gameplay - Blueprint - Oct 10, 2016

When attempting to bind an event in a child blueprint using a variable from the parent blueprint, the target of the assign node is automatically set to self instead of the target variable that you d ...