[CrashReport] UE4Editor_SlateCore!SWidget::SlatePrepass() [swidget.cpp:493]

Tools - Dec 1, 2017

This is a common crash in the 4.18 release. The callstack is rather generic, and I have attached two logs but neither displays the error information. Users have also not provided any descriptions ...

Black borders visible when changing the screen percentage in VR mode (VR editor) to more than 100

UE - Editor - Workflow Systems - Nov 30, 2017

The black borders for the stereoscopic view are visible when increasing the screen percentage while in VR mode (VR Editor) ...

Web browser widget not receiving some mouse input information

Chromium - Nov 30, 2017

When using the web browser widget, it appears that some mouse input is ignored. In this example the handles that were working in previous versions of the engine are now ignored and do not receive in ...

(Paper2D) Polygon Collision does not correctly rebuild when using rebuild collision node in packaged game

UE - Gameplay - Paper2D - Nov 29, 2017

With tile maps, Polygon Collision does not correctly rebuild when using rebuild collision node in packaged game. This issue does not appear to be a regression. Versions Tested: Issue occurs on all ...

world outliner does not hide attached actors when turning off visibility

Tools - Nov 29, 2017

When attaching actors via the world outliner, there is an issue occurring using the visibility option, actors attached via the world outliner do not follow the visibility of what they are attached t ...

While mouse dragging a Spinbox Widget, it cannot be edited once the player's focus is lost (calling: Set Input Mode)

UE - Editor - UI Systems - Nov 28, 2017

The Spinbox Widget cannot be edited if the Player's focus is lost. I have tried using different keyboard letter inputs in the Blueprints and have gotten the same results. ...

LineTraceSingleByChannel does not correctly use the collision response set for the channel being traced on

UE - Simulation - Physics - Nov 28, 2017

There appears to be an issue with how raycasts are performed within PxScene. When performing the trace, only the collision response for the first ECollisionChannel seems to be considered. If all col ...

Materials on deleted children are applied to camera

UE - Gameplay - Blueprint Editor - Nov 28, 2017

Materials on deleted children are applied to the camera when inside of an actor blueprint. This issue does not appear to be a regression. Versions Tested: Issue occurs in all versions Tested 4.16.3 ...

Level remains dirty after saving when using instance static mesh and enabling World Composition

Tools - Nov 28, 2017

If world composition is in enabled and an instance static mesh actor has been added to the scene the level will remain dirty after compiling. ...

Mouse movements during Simulate will slightly move Skeletal Mesh actors that are simulating physics

UE - Simulation - Physics - Nov 27, 2017

Mouse movements during Simulate will slightly move Skeletal Mesh actors that are simulating physics. This also effects physics assets in the PhAT editor during simulate. The effect is small but I wa ...