When making new blueprints they are not placed within the content browser as a user would expect. In the example given in the link provided, blueprints ending in "_1" will come before "_10", however ...
Using the sg.ResolutionQuality command in code or the console has no effect in 4.6.1 or 4.7. ...
Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Cast nodes compile without warning when no object is assigned to the cast nodes object input pin. ...
When attempting to cast a parent actor to a child actor, if the parent uses "self" as the target of the cast the blueprint will compile, but when PIE is pressed a compile error will appear. ...
Some nodes have target pins that auto-fill to target: self. However, unless a value is passed into this node from a get or other means, the blueprint will not compile. ...
After clicking once inside of the window the lock mouse to viewport functionality is lost. The mouse can then leave the viewport. This happens in standalone as well as PIE ...
When using the track builder plugin, the default settings for the track width starts at 1. However, when the yellow arrow is clicked to to restore the track back to default it sets it to zero instea ...
User reporting as a 4.7 Bug, but no crash report for this bug available for 4.7. Same bug found reported for 4.6.1: Crash Report: [Link Removed] [Code] <unknown module>! KERNELBASE!RaiseExceptio ...
Crash Report: [Link Removed] [Code] <unknown module>! KERNELBASE!RaiseException() <unknown module>! UE4Editor_Core!FOutputDeviceWindowsError::Serialize() <unknown module>! UE4Editor_Core!FMsg::L ...