Procedural Mesh Component Memory leak when destroyed from an Array

UE - Gameplay - Oct 15, 2018

When destroying an Actor with a Procedural Mesh Component; that is stored in an Array Variable, the memory for that Actor's Procedural Mesh Component is not cleared, leading to a Memory Leak. Howeve ...

Editor Crashes When Attempting to Create/Open a Blueprint While 'Show Friendly Variable Names' is False

UE - Gameplay - Oct 12, 2018

When the 'Show Friendly Variable Names' option is set to false in Editor preferences, attempting to create (once you press 'Enter' to accept the new Blueprint name) or open a Blueprint causes the ed ...

Unable to rename Blueprint Custom Events Input Parameter to: "NEWPARAM"

UE - Gameplay - Oct 12, 2018

In an Actor blueprint, creating a custom event with an input parameter and renaming said parameter to "NEWPARAM" will not rename the parameter. Note: Renaming the parameter to another name, and t ...

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor

UE - Gameplay - Oct 12, 2018

Sub-components with the same name are not displayed on the correct parents in the Blueprints editor.  Upon creation of an Actor blueprint initially derived from a c++ base class (VRCharacter) which ...

Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty

UE - Gameplay - Oct 11, 2018

Using a Blutility to modify an Actor in a Streaming Level doesn't make it dirty and prompt it to be saved. This was reproduced and tested in 4.19.2 (CL-4033788), 4.20.3 (CL-4369336), 4.21 (CL-44358 ...

UCheatManager::ToggleDebugCamera() causes crash

UE - Gameplay - Oct 11, 2018

Toggling the Debug Camera with the UCheatManager::ToggleDebugCamera() function in a PlayerController derived class causes a crash. Tested in 4.19.2 (CL - 4033788), 4.20.3 (CL - 4369336), 4.21 (CL ...

Calling LoadLevel within OnLevelShown delegates causes an array modification during range-for iteration assertion

UE - Gameplay - Oct 8, 2018

Ranged-Based for in ULevelStreaming::BroadcastLevelVisibleStatus iterates an array which can become modified during execution if new levels are added. ---------------------------------------------- ...

Ensure Occurs When Using Russian Letters In a Text Variables

UE - Gameplay - Oct 4, 2018

The Editor will hang when using Russian characters for a text variable in a Blueprint. It seems to occur when using the character "л" is used. Only seems to occur once in a project. Found in 4.19 C ...

AssetManager does not correctly call delegates if bShouldUseSynchronousLoad is true

UE - Gameplay - Oct 3, 2018

There's a bug in UAssetManager::LoadAssetList where the passed in DelegateToCall is not being called in the bShouldUseSynchronousLoad case. This can cause gameplay logic to fail when that bool is tr ...

Pawn Velocity dramatically different on server and client with Client Authoritative Position

UE - Gameplay - Sep 28, 2018

The server is not seeing the correct walking animations on each of the clients and after doing some digging, we found that the Pawn->GetVelocity() function is returning something drastically smaller ...