The “dbgeng1003/1002.dll issues”, this is a big one since it ranges from “light crashes” meaning the editor and HE continues to run, to that it crashes Unreal, corrupts maps and forces deletion of the ‘Saved’ and ‘Intermediate’ folders to be able to start the Unreal Project again.
This is the most serious one, but it's also extremely difficult to track down. We can't even reproduce the problem here. There are a large number of moving parts, it's not clear where the bug is
Unreal
Houdini Proper
UE4 plugin code
User specific installation issues - dbgeng.dll is a debugger engine and extension dll - installing a bad / incompatible version could also cause this.
A suggestion would be to install a different version of dbgeng.dll to see if it makes a difference. If others are also seeing this problem, please speak up so we'd understand the range of impact of this issue.
HDAs placed in levels will sometimes stop updating while others placed HDA's of the same type continues to work. Only solution to this so far is to delete the HDA and place a new one.
This is a fairly recent issue, we will investigate.
HDAs with “file” parameters exposed will open a “Save” dialouge instead of a “Open” dialouge when pressed. It will still read the selected file, as long as it is not write protected, however working in a production environment using Perforce you will run into this all the time. And we end up with files checked out by multiple people just to be able to open them.
This is now fixed.
Every now and then the input parameters exposed in Unreal will stop taking keyboard inputs, clicking other native unreal parameters and typing in those work, just to confirm it is not a general issue. Alt+tabbing back and forward between other apps sometimes will solve this, or a restart of Unreal.
It's a “focus lost” issue and you can continue working just by clicking on the UI element again. We have thus far not prioritized this issue, but other in the community also please speak up if you find this to be particularly difficult to work with. If so we will re-assess the priority on it.
Instanced blueprints child actors will get what looks like double transform, but for some strange reason 1 of 20 times it seems to work as it should. So far no real solution for this.
Will investigate further.