Crash in UEditorEngine::CheckForWorldGCLeaks

Tools - Feb 20, 2017

Error message: Fatal error: [Link Removed] [Line: 1959] /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap still around trying to load ../../../Engine/Content/Maps/Templates/Templ ...

Blueprint Diff doesn't find the difference in changed Child Actor Components in duplicated Child Actors

Gameplay - Blueprint - Feb 2, 2017

Blueprint Diff doesn't find the difference in changed Child Actor Components in duplicated Child Actors. This seems to be contained to Child Actor Components that are inherited by a Child Actor Clas ...

Cannot change the original casing used for parameter names

Gameplay - Blueprint - Jan 25, 2017

It appears that users cannot change the original casing used for parameter names after they have been set once. ...

ParticleCutout don't work when AlphaThreshold is 0

Rendering - Dec 16, 2016

UParticleModuleRequired::PostEditChangeProperty use "AlphaThreshold > 0". So, if AlphaThreshold = 0, particlecutout don't work. ...

Render Target "Auto Generate Mips" Does Not Work As Expected

Rendering - Dec 12, 2016

The auto generate mips feature for render targets doesn't seem to work. The generated mips render black. ...

Given specific naming and replicated setting, a child actor component prevent clients from staying connected to a networked game

Gameplay - Blueprint - Nov 1, 2016

Given specific naming of a ChildActor Component and if the ChildActor class is replicated, client(s) can be immediately get kicked from a networked game. ...

Double Clicking a component that is in another blueprint in the results of Find-In-Blueprints is unresponsive

Gameplay - Blueprint Editor - Oct 4, 2016

When you double click a component from another BP in the FiB results nothing happens. When the other BP that contains previously mentioned component is already open, it does open to the component. W ...

Draw Material to Render Target renders black in Standalone

Rendering - Sep 28, 2016

The 'Draw Material to Render Target' in blueprints renders black when launched in Standalone. This is not the case when using the same blueprint and running PIE. The interesting thing about this is ...

Custom Depth as Mask in High Resolution Screenshot Tool saving Boolean Value

Tools - Jul 28, 2016

Closing and re-opening a project that had the 'Use Custom Depth as Mask' option checked within the High Resolution Screenshot Tool, will cause the boolean value to be unchecked and the viewport to r ...

When using multiple workspaces on Linux, auto save forces UE4 workspace to be active

Platform - Linux - Jul 22, 2016

When working with multiple workspaces and having any other workspace in focus, the workspace with the editor will be forced into focus after an auto save occurs. ...