Level blueprint is being executed twice at start of PIE

UE - Gameplay - Blueprint - Aug 15, 2018

Level blueprint is being executed twice at start of PIE So far I have only seen this behavior with the Print String node when wired to Event Begin Play or Event Tick.  I have been unable to reprod ...

Cannot build a project containing a UFUNCTION that takes a pointer to a deprecated component as a parameter

UE - Foundation - Core - Jul 18, 2018

If a UFUNCTION takes a pointer to a component as a parameter, the project cannot be built if the component's class is marked as deprecated. The error message that is provided states that the propert ...

[CrashReport] UE4Editor_Core!FArchive::SerializeCompressed() [archive.cpp:696]

UE - Foundation - Core - Jun 12, 2018

No user comments in crash group 686 // Iterate over all chunks, serialize them into memory and decompress them directly into the destination pointer 687 for( int64 ChunkIndex=0; ...

Animation Blueprint Preview Window Does Not Display the Effects of the Anim Dynamics Node

UE - Anim - Runtime - Anim Blueprints - May 29, 2018

Animation Blueprint preview window does not update to displays the effects of the Anim Dynamics node. Preview updates fine in the asset's Blueprint and PIE. Still occurs when turning on "Enable L ...

Search results appear incorrect when using the "OR" operator in the content browser with number at the beginning

UE - Editor - Content Pipeline - Content Browser - May 1, 2018

When using the OR operator in the search bar of the content browser it appears to return wrong search results when the asset's names begin with a number. ...

Allow having TArray with index size using 64 bits instead of 32 bits

UE - Foundation - Core - Apr 27, 2018

With the geometry data getting bigger and bigger we hit more often the int32 limits of the default TArray. All geometry data is store in array so we cannot have more then 2GB of vertexinstances or t ...

Investigate moving morph target mesh work from FSkeletalMeshLODRenderData::InitResources from Runtime Load to DDC/Cook

UE - Graphics Features - Mar 21, 2018

See UDN Thread: Possibility for reducing loading times for morph targets by moving work to editor/cooker/ddc (whichever is appropriate) Loading times: Our model has ~70k verts and ~900 morphs – O ...

Crash on startup with a Blueprint deriving from an abstract class with a SpriteComponent

Tools - Feb 7, 2018

Appears to be an issue with load order and the timing of when we populate the 'ShowSpriteCommands' and 'SpriteIDToIndexMap' containers, which we assert on if they're not the same size. The original ...

Non replicated child actors placed in scene not destroyed

UE - Networking - Nov 9, 2017

When a non-replicated actor is destroyed on the client through the use of bNetForce, any child actors that are also non-replicated will not be destroyed correctly. ...

On Released fires when holding down a button when using touch (mouse/finger not moving)

UE - Editor - UI Systems - Sep 26, 2017

On Released fires when holding down a button when using touch with the mouse or finger. This happens in mobile preview as well as on devices. As a note, if he mouse is moved before the release auto ...