Crash launching UE4Editor.exe from cmd.exe with -dx12 argument

UE - Graphics Features - Feb 3, 2017

My Nvidia driver is our current approved driver: 378.49 ...

If an asset is referenced using FStringAssetReference::ResolveObject in a blueprint, it cannot be garbage collected

UE - Gameplay - Blueprint - Nov 15, 2016

A licensee has reported that using FStringAssetReference::ResolveObject to reference an asset in Blueprints will result in that asset never being garbage collected. Doing the same workflow in C++ do ...

"Assertion Failed" crash while Force Deleting the FirstPerson folder within FirstPersonTemplate project

UE - Gameplay - Oct 28, 2016

The Editor crashes while Force Deleting the FirstPerson folder within a FirstPersonTemplate project. This behavior is consistent between Blueprint / Code versions of FirstPersonTemplate projects. ...

Level Visibilty track in Sequencer does not play in PIE

UE - Anim - Sequencer - Dec 29, 2016

When setting the Sublevels hidden in Sequencer, the sublevels become hidden in the viewport, but does not hide when it is played in PIE. To test if the sequence played at start, I added a cube to t ...

Failed to compile C++ Code project, for iOS/tvOS in Development, in Xcode 8.3 beta 1

UE - Platform - Mobile - Jan 31, 2017

Project fails to build for iOS/tvOS due to:error: non-portable path to file errors. ...

Crash when a material with a texture parameter is deleted when it has instances with static permutations

UE - Graphics Features - Dec 28, 2016

This was the simplest solid repro I could get on this bug. The callstack is similar to [Link Removed] Also came across several Shader Compiling Manager crashes while attempting to repro this crash ...

Attenuation wireframes not visible if the attenuating actor is selected on PIE exit

UE - Gameplay - Jan 27, 2017

REGRESSION No, occurs in 4.14. If the user has an attenuating actor selected while they go through a PIE session, the attenuation wireframes will not be visible when they exit PIE. They will need ...

Multi-Line Text metadata not available if Text variable is created in a Blueprint

UE - Gameplay - Blueprint - Feb 20, 2017

The Multi-line Text metadata specifier is not able to be set in a Blueprint. This means that text variables that are created directly inside of a blueprint cannot have this specifier set and cannot ...

DoNotCreateDefaultSubobject is not recognized when an actor is duplicated

UE - Foundation - Core - Mar 17, 2017

Adding DoNotCreateDefaultSubobject to a class after placing an instance of that class in the viewport will fail to be recognized when duplicating the placed instance. This is not a hot reload issue ...

FVector::Normalize does not set Vector to (0,0,0) upon failure, as described

UE - Foundation - Core - May 24, 2017

The FVector::Normalize function states in its comment that if given a vector that is too small to be normalized, it will set it to 0,0,0 and return false. The function only returns false and does no ...