Copying a Blueprint with existing component causes hit events to be triggered in original BP also

UE - Gameplay - Blueprint - Jan 5, 2016

If you have a Blueprint with a pre-existing component, then add that to a map, and copy it, OnHit events in the COPY will also trigger in the ORIGINAL. According to the licensee, this happens with ...

ALight::Destroyed() doesn't call Super::Destroyed()

UE - Gameplay - Feb 25, 2016

A licensee mentioned that If you see ALight::Destroyed() in Engine\Source\Runtime\Engine\Private\Light.cpp, you can see Super::Destroyed() is't called in the function. ...

AutoReceiveInput get incorrect controller on the Listen server at SeamlessTravel

AutoReceiveInput get incorrect controller (previous controller on previous level) on the Listen server at SeamlessTravel. In the process of SeamlessTravel, player controller is changed for new leve ...

Behavior of Speed Up/Down parameter of Auto Exposure are different.

UE - Graphics Features - Apr 5, 2016

Brend/Swtch multi PostProcessVolume to handle Auto Exposure with same Speed Up/Down parameter but behavior of Speed Up/Down parameter of Auto Exposure are different. Scene with. Unbounded PostProce ...

Bitfield Bools in a struct and AnimBlueprint transitions not working together

UE - Gameplay - Blueprint - Apr 12, 2016

USTRUCT(BlueprintType) struct FTestStruct { GENERATED_USTRUCT_BODY() UPROPERTY(BlueprintReadWrite) uint32 ValueC : 1 ; UPROPERTY(BlueprintReadWrite) uint32 ValueD : 1 ; }; A ...

Category is not stored to Timeline Component

UE - Gameplay - Components - Jan 27, 2016

Category of Timeline Component is not stored. (Reproduced 4.11 Preview and 4.9 too.) ...

No way to access console out-of-the-box on JPN. GER, KOR, etc foreign keyboards

UE - Gameplay - Input - Nov 4, 2014

Because Japanese, German, Korean, and other keyboards don't have the back tick/tilde key, the console is inaccessible without first remapping to another key in the settings. This is a major pain bec ...

Foliage's Dither Transition Considering FOV

UE - Graphics Features - Apr 13, 2016

It seems that Foliage's dither transition doesn't consider FOV. [Image Removed] If you edit editor's FOV, you could see Foliage's dither transition doesn't happen.[Image Removed] ...

Overridding a function with no return value in a ChildBP produces an event instead of a function

UE - Gameplay - Blueprint - Dec 17, 2015

If you have a BP with a function that has no return value, then override that function in a ChildBP, it becomes an event and cannot be used like a normal function ...