Running Automation Test for Directory Watcher Causes the Editor to Crash

UE - Automation Test - Nov 2, 2015

Running an automation test for Directory Watcher for Plugins causes the editor to crash on the Simple Modify step. Occurs only in 4.10 Preview 3. Regression: This does not occur in 4.9.2, but occu ...

Get key node is no longer available within the On Analog value change override

UE - Editor - UI Systems - Nov 2, 2015

The user can no longer use a get key node within the On analog value changed override. This was possible in 4.8 ...

Attempting to hide "CharacterMovement" in a custom character class breaks Details panel inside derived blueprint

UE - Gameplay - Blueprint - Nov 2, 2015

Using the "HideCategories = (CharacterMovement)" specifier in the UCLASS macro will cause the Details panel of a derived blueprint to not display any information for the CapsuleComponent, Mesh compo ...

Trigger Volume Blocks First-Person Template Projectile

UE - Simulation - Physics - Nov 2, 2015

When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...

Private functions can be called in other blueprints

UE - Gameplay - Blueprint - Nov 2, 2015

Private functions within a blueprint can be called from other blueprints. A warning does appear but the function is run despite this warning. ...

Blueprint Doesn't Show Components Added at Runtime

Tools - Nov 2, 2015

When a custom component is added at runtime, it does not show up in the details panel when you select the blueprint that it has been added to. Found in 4.9.2 binary. Reproduced in 4.10 Preview 3 a ...

UMG animation timeline runs the length of the visible timeline when previewing animation

UE - Anim - Sequencer - Nov 2, 2015

If the user creates an animation in UMG the animation preview will play the entire visible timeline when the user clicks play (not just the part of the time line that has animations). ...

Custom Component Being Added to Wrong Target Blueprint

UE - Gameplay - Components - Nov 2, 2015

When attempting to add a custom component to a blueprint at runtime using the Add Component function, if you give the component an exposed variable, it will ignore whatever target you specify and ad ...

UBT not terminated when cancelling build

UE - Foundation - Cpp Tools - UnrealBuildTool - Nov 1, 2015

When cancelling a build from Visual Studio, UBT keeps running, and another build is generally not possible until one kills the UBT process manually in Task Manager. ...

Component tags do not register on actors

UE - Gameplay - Oct 30, 2015

Component tags do not register when checked within blueprints. ...