Game projects that rely on legacy include paths are not compatible with Blueprint nativization.

Gameplay - Blueprint - Nov 10, 2018

Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...

Delay when attempting to input Korean characters using an IME with certain types of text boxes

Tools - Localization - Nov 8, 2018

A user has reported that inputting Korean into certain types of text boxes in the editor using an IME results in delayed input. The user reports that this occurs with SMultiLineEditableTextBox in th ...

Multiple Steam NetConnections to a single session are recorded incorrectly during cleanup

Networking - Nov 6, 2018

When introduced with two Steam NetDrivers/NetConnections to the same user, instead of closing out the communications on a per channel basis, the entire session is removed from the connection list. T ...

Blueprint Actor with instance editable variables that are named with brackets cannot have their default values duplicated

Gameplay - Oct 26, 2018

When copying a Blueprint actor, Variables with brackets in their names don't have their values copied. IE: Creating a vector variable named "MyVector[]" This behavior also replicates with round brac ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...

Procedural Mesh Component 'Create StaticMesh' Function corrupts mesh tangents

Tools - MeshEditing - Oct 25, 2018

After clicking 'Create StaticMesh' button on an Procedural Mesh Component, and saving the mesh, the created mesh has bad tangents. Included in the attachments, is a test project with a parallax mate ...

Materials Added to an FBX Will Not Be Added When Reimporting

Tools - Import - FBX - Oct 25, 2018

Adding a material to an FBX with a Multi/Sub-object material, then reimporting the FBX will not import the new material. The material element will be added to the mesh but the material applied will ...

FObjectReplicator::ValidateAgainstState may validate against the wrong buffers

Networking - Oct 22, 2018

In 4.14, changes were introduced to share replicated state between objects on the server (Shadow State) this was done to allow sharing property comparisons to determine when objects needed to replic ...

Movement Tolerance for Spawn Per Unit Does Not Function

Tools - Cascade - Oct 19, 2018

Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...

Maximum Resolution Windowed Mode Covering Task Bar

Platform - Desktop - Oct 19, 2018

Using the maximum resolution available on the monitor for windowed mode results in the window overtaking the Windows taskbar. ...