Editor Crash when trying to get Color data from Vertex buffer

Rendering - Nov 6, 2019

When attempting to get the vertex color of an instance of of a static mesh that is painted after placing it in the World Viewport. The Editor crashes returning an "Unhandled Exception". The cause o ...

Calling GEngine->Browse from an RPC implementation causes a crash

Networking - Nov 5, 2019

The engine is not resilient to calling Browse from within an RPC implementation, and likely not resilient to other ways of destroying the net driver within RPCs/OnReps. It's not something we need to ...

Hide Bone in constructor does not update world instances

Anim - Nov 4, 2019

Hiding bones during construction is not properly displayed by level instances placed at editor time. Note that setting 'Update animation in editor' on the mesh and re-running the constructor script ...

Crash when Pasting a Gameplay Tag variable setter into a level Blueprint

Gameplay - Blueprint Editor - Nov 4, 2019

Copying a gameplay tag variable setter from a blueprint into a level blueprint fails an assert in UGameplayTagsManager::GetCategoriesMetaFromField. ...

Internal Compiler Error: Tried to create a property Crash in scope Beta_C, but another object (ObjectProperty /Game/Alpha.Alpha_C:Crash) already exists there.

Gameplay - Blueprint - Oct 31, 2019

After fixing the crash from UE-82407 when compiling the child blueprint that has claimed the component name the parent was previously using without having compiled the parent, an internal compile er ...

Crash when renaming a component to same name as a deleted inherited component.

Gameplay - Blueprint - Oct 24, 2019

Fatal error "UE_LOG(LogObj, Fatal,TEXT("Renaming an object (%s) on top of an existing object (%s) is not allowed"), *GetFullName(), *ExistingObject->GetFullName());" is hit in UObject::Rename.  ...

Gameplay Abilities CancelAllAbilities not working as expected

Gameplay - Oct 24, 2019

in AbilitySystemComponent_Abilities.cpp, line:844  CancelAllAbilities() does not appear to be working as expected.  There is a check before cancelling all abilities.  However, this check uses the Cl ...

Duplicating two nested components do not appear in the Component tree until the blueprint is compiled.

Gameplay - Components - Oct 23, 2019

REGRESSION: No, this occurs as far back as 4.22. Duplicating two nested components can result in the duplicates not being visible in the component tree in the blueprint editor until the user compil ...

Graph Editor ZoomToFit fighting user

Tools - Slate - Oct 22, 2019

When using the middle mouse button for panning in a graph editor, the zoom/pan transition effect will not cancel before completion due to manual input, leading to UI/User competition in an undesirab ...

Input Action Mapping Rebinding not working properly if pawn extends from Pawn.h

Gameplay - Input - Oct 22, 2019

Rebinding an action mapping doesn't seem to take effect immediately if the Pawn class used has Pawn.h as its parent class. However this'll take effect immediately with DefaultPawn.h. In addition, th ...