[CrashReport] UE4Editor-CoreUObject.dylib!TFastReferenceCollector<true, FGCReferenceProcessor<true>, FGCCollector<true>, FGCArrayPool, false>::ProcessObjectArray()

Core - Jan 24, 2018

Comments from users:UEQA - Christina.Sturgill - Release-4.18 CL3691775 - Crashed running Match3 on Mac after game loads.Hit Save All. This crashed the Editor.Used Command+Shift+S to Save All after C ...

FOnlineAsyncTaskManager may not process Parallel Tasks if there's no Active Task.

Online - OSS - Jan 24, 2018

FOnlineAsyncTaskManager::Run waits for the WorkEvent to trigger before it will tick. However, this event only gets triggered if there are new Available Tasks. Therefore, even though there may be pe ...

[CrashReport] UE4Editor_CoreUObject!UStruct::IsChildOf() [class.h:373]

Gameplay - Jan 24, 2018

Comments from users:I pressed Play while having a directional light selected in-editorChanged landscape collision mip level. ...

Audit usage of StaticClass() in AssetMappingTable and AnimationAsset code

Anim - Jan 24, 2018

A user has pointed out that code in AssetMappingTable.cpp and AnimationAsset.cpp are using the StaticClass() method on pointers. Because StaticClass is a static method, it relies on name hiding to ...

Blueprint nativization does not properly convert references to other Blueprint class types marked NotForServer/NotForClient during export tagging.

Gameplay - Blueprint Compiler - Jan 24, 2018

Example: Widget Blueprint classes do not get nativized for WindowsServer configs when 'Load Widgets on Dedicated Server' is false (i.e. NeedsLoadForServer() returns false). As a result, if another c ...

UE4 Crashes if multiple Vive Trackers or Lighthouses are used

Virtual Reality - Jan 24, 2018

User reports that if more than 5 trackers are connected, UE4 crashes Suggested fix: Root cause of bug is related to the fact that UE has no setup to receive input events from Vive Trackers. (we ha ...

Root motion can accumulate large force until finally extracted

Gameplay - Player Movement - Jan 19, 2018

Root motion can accumulate in some cases and then apply a huge force when it ends. See https://udn.unrealengine.com/questions/411340/root-motion-accumulated-while-unused.html ...

Interface Message Call does not work correctly with ExpandEnumAsExecs meta specifier

Gameplay - Blueprint - Jan 18, 2018

When using ExpandEnumAsExecs for the execution of a BlueprintImplementableEvent in a C++ interface, if the interface function is called by message, the result will always be as though you executed t ...

Primitive Render Mode has bad enum name and tooltip

Rendering - Jan 17, 2018

There is an extra option for the Planar Reflections with the Primitive Render Mode that appears to have the tooltip legacy. This issue does not appear to be a regression. Versions Tested: Issue occ ...