Blueprinted class fails to instance private objects if the hosting subobject's class inherits an instanced variable

Gameplay - Blueprint - Feb 21, 2018

Blueprints that contain an instanced private object that is nested under an instanced subobject and the defaults of that blueprint are set up using EditInLineNew, any instances of the blueprint will ...

[CrashReport] UE4Editor_Core!rml::internal::ExtMemoryPool::initTLS()

Rendering - Feb 17, 2018

No user comments in crash group 108 #endif 109 void* NewPtr = NULL; 110 #if PLATFORM_MAC 111 // macOS expects all allocations to be aligned to 16 bytes, but TBBs ...

[CrashReport] VCRUNTIME140!memcpy() [memcpy.asm:166]

Core - Feb 17, 2018

No user comments in crash group ...

[CrashReport] UE4Editor_ApplicationCore!FWindowsWindow::ReshapeWindow() [windowswindow.cpp:465]

Tools - Feb 17, 2018

No user comments in crash group 450 NewHeight = FMath::Max( NewHeight, FMath::Min( OldHeight, MinRetainedHeight ) ); 451 } 452 453 if (IsMaximized()) 454 ...

Objects with Translucent Blend Mode Material Aren't Affected by Refraction

Rendering - Feb 16, 2018

There is an issue occurring where Objects with Translucent Blend Mode Material Aren't Affected by Refraction. This affects any translucent material regardless of the translucent materials settings. ...

MRMeshComponent has no Super call on BeginPlay

Virtual Reality - Feb 14, 2018

The MRMeshComponent is a derived component class that should have a call to Super being made, yet there isn't one. ...

Root component doesn't scale appropriately when defer spawning in C++

Gameplay - Components - Feb 12, 2018

Whenever defer spawning is used from the GameplayStatics library it is supposed change it's transform properties based on what is passed in as a parameter. Despite this, it seems the newly created a ...

Array duplication of UObjects causes simultaneous editing of properties

Tools - Feb 8, 2018

 The user for this UDN encountered this simultaneous editing bug occurring only when duplicating  array elements of a custom UObject class. ...

Component hierarchy is reset for a Blueprint instance's newly added components if root is created in C++

Gameplay - Blueprint - Feb 7, 2018

When a Blueprint is based off of a class that has its root component defined in C++, any components added to an individual instance of a blueprint reset their hierarchy so that they are always attac ...

Pixelated texture has material artifacts occur when two corners are covered

Rendering - Feb 2, 2018

There is an issue with ramp-like textures where multiple corners are covered when you apply the mesh with the alpha channel on, there is a strange border that appears around the whole plane mesh tha ...