Blueprint Function Library functions have a world context pin by default

Gameplay - Blueprint - Dec 16, 2016

Blueprint Function Library functions have a world context pin by default which makes it impossible to call them from blueprints who's parent class does not provide a GetWorld implementation. It seem ...

Second controller does not receive input if connected after editor launches

Tools - Slate - Jan 25, 2017

If the editor is launched and PIE is started with no controllers attached, attached two controllers with allow Player1 to receive input from the first controller but Player2 does not receive input f ...

Add Point node used with an InputKey of 0 or 1 will crash the editor on bp compile

Tools - Nov 29, 2016

Add Point node used with an InputKey of 0 or 1 will crash the editor on bp compile User Description: Unreal version 4.14 crashes every time that you use spline component and try to add the point 0 ...

Mesh reduction crash with asset imported using FBX Scene Importer

Rendering - Features Teams - Nov 30, 2016

The editor will crash when using Mesh Reduction on an asset imported using the FBX Scene Import options. This same asset will not crash the editor if it has been imported using the normal Import opt ...

Improve flexibility of burn-ins

Sequencer - Mar 22, 2017

Currently, when burn-ins are enabled on level sequence actors, they always show in the viewport, regardless of whether it's actually playing or not. This is mostly due to the complexity of engine an ...

[CrashReport] Commandlet crash in UE4Editor_CoreUObject!UPackage::Save

Core - May 2, 2016

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Error message: Assertion failed: Pair != nullptr [Link Removed] [Line: 520] Source Context:4 ...

[CrashReport] UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:276]

Rendering - Mar 30, 2017

This crash seems to be related to or a continuation of UE-22659, where that specific CrashGroup stopped receiving new crashes after the 4.10 release. This one has occurred from 4.13 - 4.15 (so far) ...

Event Dispatchers do not update references when renamed

Gameplay - Blueprint - Feb 23, 2016

Event Dispatchers do not update event references when renamed if the green "+" is used to add the event in the Details Pane of an actor component. Note: Event Dispatchers appear to rename normally ...

Relative Rotation of Component Fluctuates When Setting Relative Location

Gameplay - Jun 14, 2017

When attaching a component to a camera in the Character, setting its relative location is causing the relative rotation to fluctuate by 2-4 degrees depending on the rotation of the camera component. ...

Unable to edit default values of TMap struct variable stored in an inherited component from the full blueprint editor

Gameplay - Blueprint Editor - Jun 29, 2017

When you have a struct variable that is part of a TMap which is stored in an inherited component, the struct is not editable in the full blueprint editor. It is editable in the data only blueprint e ...