Projects that use plugins located outside of either the Engine or Project directories cannot be deployed.

UE - Foundation - Cpp Tools - Plugin System - Dec 5, 2016

Trying to deploy a project that uses an external plugin (not located in either Engine/Plugins or Project/Plugins) will fail. The error message states that it is looking for the plugin to be located ...

User can still attempt to delete tags above a subtag they just added

UE - Gameplay - Dec 5, 2016

In the Gameplay Tag List, if the user adds a string of tags, then adds one on top of it, attempting to delete the previous end subtag will produce a toast saying the tags were deleted. However, the ...

Losing control while turning and over landscape in vehicle advanced template

Docs - Samples - Dec 5, 2016

In vehicle Advanced template, the vehicle seems to lose control when going over landscape and when alternate turning left to right. The vehicle appears to be skidding on ice when attempting to turn ...

Lighting Scenarios Map Check warning about multiple skylights not supported

UE - Graphics Features - Dec 5, 2016

When using Lighting Scenarios and placing a skylight in the lighting scenario levels when you build lighting there will be a map check warning that "Multiple sky lights are active, only one can be e ...

Crash Occurs on Project Load When Casting a Child Actor Component's Parent to the Parent Class

UE - Gameplay - Blueprint - Dec 5, 2016

A crash is occurring on project load when attempting to use GetParentActor and cast that to a Parent class that contains a child actor component inside of that child actor component's blueprint. T ...

Cross compiler crashing with custom expressions

UE - Graphics Features - Dec 5, 2016

This looks like a bug with shader pipeline compilation and custom expressions. ...

The properties in a TMap that contains a struct do not appear when adding elements to the TMap

Tools - Dec 1, 2016

If a TMap containing a struct is created in a custom code class, the properties of the struct do not appear when elements are added to the TMap in the Blueprint editor. ...

Landscape components render black

UE - LD & Modeling - Terrain - Landscape - Dec 1, 2016

Workaround:Open the Landscape Material and click SaveReload the level Landscape components render black upon first-time compile. Observed in QA-Landscape - several chunks of the Landscape were bla ...

Pawns sometimes spawn at same location

UE - Networking - Dec 1, 2016

In the TM-WorldOriginRebasing map, when spawning into the level with two players, the players will sometimes spawn at the same location when there are two Player Starts (one of which is in a subleve ...

Impure Cast Nodes Can be Converted to Pure While the Blueprint Graph is Read-Only

UE - Gameplay - Blueprint - Dec 1, 2016

Cast nodes can be converted to pure while the blueprint graph is in read-only mode, such as when you are debugging the blueprint. Found in 4.14.0 CL# 3195953. Reproduced in 4.13.2 CL# 3172292 and 4 ...