[CrashReport] UE4Editor_Engine!FRepLayout::InitFromObjectClass() [replayout.cpp:2211]

Gameplay - Blueprint - Apr 19, 2016

This Jira 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: Property->Proper ...

Unable to Rename using the Right-Click Menu on El Capitan in Blueprints and Sources Panel

Platform - Mac - Apr 4, 2016

Users are unable to rename a variable using the right-click menu within Blueprints, and the sources panel within the Content Browser. Regression? Yes. I tested the functionality of the right-click ...

On Mac, Filters and View Menus not Present in the Class Viewer Window

Platform - Mac - Mar 15, 2016

On the Mac, the menu bar should update to include Filters and View menus whenever the Class Viewer window is active just as it updated, for example, when the blueprint editor is active. *See attach ...

SColorGradientEditor Does Not Trigger OnCurveChanged Events

Tools - Feb 26, 2016

User Description: "SCurveEditor, class which is used for float ramps, seems to trigger OnCurveChanged events for the underlying curve; however SColorGradientEditor (constructed by SCurveEditor) seem ...

Switching levels via blueprints crashes editor

Gameplay - Feb 18, 2016

Switching levels via blueprints crashes editor. This occurs using either "Execute Console Command" or the Open Level node. Frequency: 2/2 CrashReporter: N/A ...

Import Source disappears in Textures after loading asynchronously loaded level

Tools - Import - Dec 15, 2015

It looks like when reimporting a texture asset into the engine after loading a level, you will be confronted with the File Selection box and not the reimport successful notification. In fact if you ...

Tessellation on Linux doesn't show in packaged project in OpenGL4

Platform - Linux - Dec 9, 2015

When using OpenGL4, any asset using a material with tessellation will appear untextured in a packaged version of the project. ...

Passing a TAssetPtr into a BlueprintImplementableEvent results in a build error in the generated code.

Core - Dec 2, 2015

Trying to pass a TAssetPtr to a BlueprintImplementableEvent function will result in a build failure. It appears that the TAssetPtr should be passed as a const reference, but this results in an error ...

MAC: Drop Down Menus Continuously Flicker (In Certain Conditions)

Tools - Slate - Nov 4, 2015

Shown in the Behaviour Tree Graph, if the Dropdown menu's length exceeds the Behavior Tree Graph window, the menu will try to offset it's position in order to display all information and will flicke ...

Changing transforms to absolute in parent blueprint does not propagate to child blueprints in the level

Gameplay - Blueprint - Oct 26, 2015

If the transforms for a blueprint component are changed to "absolute" location and/or rotation, new child blueprints created will correctly show the absolute location/rotation changes, but the child ...