Log message in ExclusiveLoadPackageTimeTracker is written incorrectly and means the opposite

UE - Foundation - Core - Oct 20, 2016

A licensee has pointed out that a log message in ExclusiveLoadPackageTimeTracker at line 191 is saying the opposite of what it means. This is the line in question:UE_LOG(LogLoad, Log, TEXT(" ... ...

Disabling Use Localized Graph Editor Nodes and Pins causes split struct pin names to disappear when compiling

UE - Editor - UI Systems - Localization - Oct 19, 2016

If the Use Localized Graph Editor Nodes and Pins option is disabled, compiling a blueprint will cause the pin names from any split struct pins to disappear. Regression?: Yes This occurs in 4.13.1 ( ...

OSSNull doesn't properly filter servers based on settings

UE - Online - Oct 19, 2016

OSSNull doesn't properly account for bShouldAdvertise or bAllowJoinInProgress. These should be updated in OnValidQueryPacketReceieved. (Note, bShouldAdvertise is explicitly ignored in LAN matches) ...

Blueprint Struct associations in Blueprint hierarchy causes command line cooker to crash

UE - Gameplay - Blueprint - Oct 13, 2016

If a user creates a specific Blueprint hierarchy with a Blueprint struct, it can cause a issue when the Blueprint struct is being cooked. User description of Blueprint(s) and Blueprint Struct relat ...

Could not make DefaultEngine.ini writable toast when changing Project Settings on Linux

UE - Platform - Linux - Oct 12, 2016

A toast message appears when changing a Project Setting on the Linux machine stating: Could not make /path/to/project's/DefaultEngine.ini writable Despite message, the information is still written ...

FixDeps step will relink Engine modules even if only project code was changed

Tools - Oct 12, 2016

This is Linux and possibly Mac specific. FixDeps step does not have the proper dependencies and instead depends on every library, even one it is not relinking. Reported on UDN (see additional URL f ...

The hover state for a button is given instead of a click when using touch on mobile

UE - Editor - UI Systems - Oct 10, 2016

The hover state for a button is given instead of a click when using touch on mobile. The user must click twice to get the first button "Click" and the hovered state remains until the user holds ther ...

Force Next Floor Check doesn't work when the player is stopped

UE - Gameplay - Player Movement - Oct 6, 2016

Force Next Floor Check doesn't work when the player is stopped, even though the tool tip says that it does. User Description: I'm trying to shrink / grow the collision capsule for our needs but wh ...

Scaling blueprint component via gizmo breaks if axis scale reaches 0.0

UE - Gameplay - Blueprint - Oct 4, 2016

Using the transform gizmo to scale a blueprint component will break the functionality if scaled to 0.0 and released. Workaround: If the scale value is directly set to non-zero value, gizmo can be u ...