Copy/paste of multiple components does not preserve component names or attachment hierarchy

OLD - Enterprise - Mar 9, 2016

Copy/pasting scene components between blueprints loses: 1. The component name. 2. The parent/child hierarchy. It keeps the offsets, which is helpful. [image: Inline image 1] ...

Startup Movies Fail to Play when Audio Devices are Disabled

Tools - Feb 1, 2016

If a user launches a project in Standalone mode and has a Startup movie while the audio devices on the computer are disabled, the movie will fail to play. As soon as you re-enable an audio device, ...

Changing the default Child Actor Class of a ChildActorComponent results in any instances of the Blueprint in the level gaining an extra ChildActorComponent.

UE - Gameplay - Components - Nov 13, 2015

Changing the default Child Actor Class for a ChildActorComponent in a Blueprint after an instance of that Blueprint has been added to a level results in the instance in the level gaining an extra Ch ...

PlayerController leak if GameMode::FindPlayerStart returns nullptr

UE - Gameplay - Oct 28, 2015

In short, if FindPlayerStart returns null (e.g. via a licensee override), UWorld::SpawnPlayActor() will fail and return null even though it actually created a PlayerController successfully. ...

Copying/pasting an element in an array of EditInlineNew objects results in a reference to the original element being created instead of a reference to a new copy of that element.

Tools - Aug 20, 2015

When duplicating an element of an array of EditInlineNew UObjects, a reference to the duplicated element is created instead of creating a new UObject that duplicates the initial element's properties ...

Compiling on Mac fails if build path has spaces

UE - Platform - Apple - Jan 6, 2015

UPDATE: We were able to get around this issue by renaming our external drives. The actual problem is that Mono's xbuild fails to build UnrealBuildTool QA REGRESSION: YesWORKING: 2386770BROKEN: 23 ...