Reparenting a non-widget BP A to UUserWidget then reparenting a widget BP B to A causes an assert when compiled

Gameplay - Blueprint Editor - Apr 12, 2018

No user comments in crash group ...

Material Editor Tooltips for Sine and Cosine Expressions are Incorrect

Tools - Material Editor - Dec 11, 2017

The tool tips for Sin and Cosine within the material editor need to be modified. The tool tips are inconsistent and do not match the information in official documentation. [Link Removed] ...

DitherTemporalAA includes some noise even when Alpha Threshold is set to 0

Rendering - Features Teams - Dec 8, 2017

DitherTemporalAA's output contains some noise even when Alpha Threshold is set to 0. ...

[CrashReport] UE4Editor_TextureFormatDXT!FNVTTCompressor::FNVTTCompressor()

Tools - Datasmith Importer - Dec 1, 2017

This is a common crash that has occurred since at least 4.12. Users have not provided any descriptions of their actions when the crash occurred. The callstack is similar to [Link Removed]. ...

Cannot use Goto Definition on Engine native function in Binary build

Core - Sep 19, 2017

User is not able to use Goto Definition on Engine native function in a Binary (Launcher) build. Notifications appear reading "Could not find code file...", and the following is spammed in the outpu ...

Desktop Editor does not transition into VR Mode when Oculus HMD is worn while 'Enable VR Mode Auto-Entry'=True

XR - Jul 29, 2017

Desktop Editor does not transition into VR Mode when the Oculus HMD is worn. The user must manually enter VR Mode using Toolbar buttons / keyboard shortcuts. This issue is only observed when on Ocul ...

ALight::Destroyed() doesn't call Super::Destroyed()

Gameplay - Feb 25, 2016

A licensee mentioned that If you see ALight::Destroyed() in Engine\Source\Runtime\Engine\Private\Light.cpp, you can see Super::Destroyed() is't called in the function. ...

Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script

Gameplay - Components - Oct 6, 2015

Adjusting properties of a Blueprint instance's components in the level does not update references to the properties in the BP's Construction Script. Note: this would work in 4.8.3. Reproduced in 4. ...

Save on Compile "On Success Only" Does not save on Successful Compiles with Warnings

Gameplay - Blueprint - Aug 6, 2015

The option to save on Compile "On Success Only" does not save on successful compiles that contain warnings. If this is intended, then to avoid confusion, the tool tip should specifiy that "Blueprin ...

Unneeded Slate Content Packaging with Projects

Tools - Jan 14, 2015

When packaging a blank blueprint project in the versions mentioned, it adds the 'Slate' folder content to the final packaged product. I am not sure this is intended as the user does not need any of ...