Single frame of blackness during iOS startup

Platform - Mobile - Apr 13, 2017

When a project is launching on an iOS device, there is a momentary flash between when the splash screen stops displaying and the game window opens. This flash is present even when using transition ...

Stationary Light Overlap View Mode Broken By Forward Renderer

Rendering - Apr 13, 2017

The stationary light overlap view mode doesn't work properly in the forward renderer. Everything gets a red highlight making it impossible to see overlap. Images attached. ...

[CrashReport] UE4Editor_Engine!FTexturePlatformData::GetNumNonStreamingMips() [texturederiveddata.cpp:1260]

Rendering - Apr 10, 2017

Was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below. Error message: Assertion failed: Mips.Num() > 0 [Link Remov ...

Actor Attached On Begin Play Offset on Client When Using SnapToTarget

Networking - Mar 27, 2017

When attaching an Actor during its BeginPlay, using SnapToTarget (when that location is not already matched up to the parent) creates an offset on the client. ...

Network profiler tool doesn't handle names with underscores gracefully.

Networking - Mar 24, 2017

The NetworkProfiler and UI tool assume that ActorNames are in the format <ClassName>_<ActorName>, and is not robust against underscores in either the class name or the actor name. However, given th ...

Post increment operator is not overridden for data structure iteration

Core - Mar 21, 2017

Attempting to use a post increment operator in a TMap or TSet iterator will fail to compile with error shown in callstack field. This is due to the post-increment operator not being overridden in M ...

Packaging a DLC Plugin Fails with "Couldn't Update Resources" Error

Core - Cooker - Mar 14, 2017

Attempting to package a plugin as DLC is failing with the following error message: Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource However ...

Convert To Static Mesh Does Not Keep Scale

Tools - Mar 13, 2017

After scaling a skeletal(or static) mesh up and converting to a static mesh the resulting asset will retain the original size of the mesh before it was scaled up. If you have more than one asset s ...

EditCondition specific does not prevent values from being changed.

Tools - Mar 9, 2017

1) Using the Meta specifier EditCondition will gray out the property box so that it cannot be clicked, but using tab from another property box will place the cursor inside the grayed out box. 2) V ...

Warning spam on opening a level that contains actors with a childActor component

Gameplay - Mar 9, 2017

When opening a level that contains actors with a childActor component, "LogSpawn:Warning: UWorld::DestroyActor: World has no context!" warning will be displayed for each actor. ...