Blueprint's location reset to 0, 0, 0 after being detached in a network environment

Networking - Apr 24, 2017

Attaching / Detaching a blueprint actor to a player in a network environment causes location errors when the detach occurs. Even without the attach events being replicated or the blueprint's movemen ...

Blackboard Key Values Persisting Between PIE Sessions

Gameplay - AI - Apr 21, 2017

Values set on Blackboard Keys are persisting after stopping and starting a new PIE session. Restarting the editor sets these values back to NULL. ...

AI Controller Remains in World Outliner After Being Destroyed

Gameplay - AI - Apr 18, 2017

Destroying an AI Controller does not seem to remove it from the world. The controller will still remain in the World Outliner even after Destroy is called. Attempting to get the AI Controller after ...

bIsComposing assert with Japanese MS-IME input(candidate list related)

Tools - Localization - Apr 18, 2017

When using MS-IME as Japanese input method, scrolling out the text field out side the view causes bIsComposing to be set false - this state causes instability of the editor. Crash happened with Win ...

Crash in Packaged Game When Calling Interface Function with Blueprint Nativization Enabled

Gameplay - Blueprint Runtime - Apr 14, 2017

A crash is occurring in a packaged project that is using blueprint nativization when an interface function is called. This crash does not appear to be producing a callstack in the Crash Reporter w ...

IsLocalPlayerTalking() Not Returning True

Networking - Apr 14, 2017

IsLocalPlayerTalking() appears to be returning false indefinitely, regardless if the local player is actually talking or not. ...

GetCurrentPlayers() Always Returning 0

Networking - Apr 14, 2017

GetCurrentPlayers() is returning 0 each time it is called, regardless of how many players are connected to the server. ...

Inconsistent 'Skip Owner' Replication Behavior Between Editor and Packaged Game

Networking - Apr 13, 2017

When a variable is set to Skip Owner replication, it is still being replicated to the owner in a packaged game. This is inconsistent with the behavior in the editor, as testing this using Play in Ne ...

Inconsistent Spectator Camera Behavior When Run Dedicated Server is Enabled

Networking - Apr 12, 2017

Spectator cameras don't seem to be set to the correct transform when the ChangeState/ClientGoToState functions are called when using a dedicated server. After testing on a listen server, it appear ...

Static Mesh Elements Always Drawn as Occluders

Rendering - Apr 12, 2017

The licensee is stating that static mesh elements are always drawn as occluders. In FStaticMeshSceneProxy::GetMeshElement, the mesh batch doesn't seem to be taking in the bUseAsOccluder flag value. ...