Float Curve that is set as a local variable in an actor's function is garbage collected when in Standalone, causing a crash

Gameplay - Blueprint - Sep 9, 2016

If a Curve Float local variable is created for a function, it will be garbage collected when garbage collection occurs. This causes the process to crash due to an null pointer error whenever it is r ...

Entering nine or more digits into a numerical field will change the value upon confirmation

Tools - Sep 9, 2016

If a value with nine or more digits is entered into a numerical field the number the last few digits will be converted to another number upon accepting input. This happens in blueprints as well as ...

A project on Mac that includes a static library will continue to use the old cached version of the library after the library is updated.

DevTools - UnrealBuildTool - Sep 9, 2016

If a static library that is included with a UE4 project is changed, the new version of the library is not used when the project is built again. Instead, the original cached version of the library is ...

Spawn Emitter at Location does not Simulate in BluePrint

Gameplay - Blueprint - Sep 8, 2016

When using the Spawn Emitter at Location node in BP the emitter will not spawn while simulating in BP. Other Spawn at location nodes behave the same way. The Cube actor was included as a test to eli ...

Swindow Causes a packaged game to become a black screen and become unresponsive

Tools - Slate - Sep 7, 2016

Swindow causes a packaged game to become a black screen and become unresponsive ...

Widget Component Ignores Bounds Scale

Tools - UMG - Sep 7, 2016

When a widget component is using it's own bounds scale the value doesn't appear to have an effect in the editor. To verify this I added a parent component and used it's bounds scale with the same va ...

Rotating foliage meshes does not properly update navmesh

Tools - Foliage - Sep 6, 2016

Rotating a foliage actor does not re-apply changes to navmesh. ...

Crash deleting skeleton when it's being used in current level

Anim - Animation - Sep 6, 2016

Crash occurs when the user deletes a skeleton while it is being used in the current level. If the skeleton is not in the loaded level, the crash will not occur. ...

In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled

Anim - Animation - Sep 2, 2016

In Persona, when Auto Align Floor to Mesh is disabled, Floor Height Offset has no effect on the scene. ...

Anim to Play setting isn't visible when no mesh is assign to skeletal mesh component

Anim - Animation - Sep 2, 2016

If the user has a skeletal mesh component with no skeletal mesh assigned to it, there will be no Anim to Play setting visible (when Animation Mode is set to Use Animation Asset). Once a skeletal me ...