A Pass-by-Reference function input cannot accept a reference to Self

UE - Gameplay - Blueprint - Dec 30, 2014

A Pass-by-Reference function input cannot accept a reference to Self. Workaround: Cast from Self to the desired class and use that for the function's input. ...

Looking at several BPs during play, that add multiple static meshes in construction script, drops the FPS

UE - Graphics Features - Jan 9, 2015

Looking at several blueprints during play, that add multiple static meshes in their construction script, drastically drops the FPS. As a workaround, I suggested to the user that he should use Insta ...

MaterialInterface is not exported and therefore it's functions are not accessible

UE - Graphics Features - Jun 9, 2015

MaterialInterface which is a base class for other classes (such as UMaterialInstanceDynamic) is not being exported which causes compiler errors when a user attempts to access the functions of this c ...

Opening Floating Editor Window Locks Camera to Upward Position

Tools - Jan 19, 2016

Using the shortcut "Ctrl + E" to open the static mesh editor in it's own floating window results in the camera locking in the upward position in the Main Viewport (*not* the viewport of the Static M ...

After loading a SubLevel from the PersistentLevel of WorldComposition, the offset of WorldComposition is applied when loading the SubLevel alone

UE - World Creation - Worldbuilding Tools - World Composition - Aug 30, 2018

When loading a Sub Level from the Persistent Level of World Composition, the offset of WorldComposition is applied when loading the Sub Level by itself. The offset can be applied repeatedly when rel ...

Structure variables in Child Blueprints do not maintain the default values set in their Parent Blueprints

UE - Gameplay - Blueprint - Jan 12, 2015

Values changed to an inherited Struct variable in a Child Blueprint will be kept after compile, but any not changed will be set to 0s. ...

Live: Crash when opening a blueprint who's component was edited in VS

UE - Gameplay - Blueprint - Oct 31, 2014

Added functionality to a blueprint component through code and built the project in VS. After a hot reload, I saved the blueprint and closed the editor. Reopening the editor and the blueprint cause ...

Tool tips on the main monitor scale to the DPI of the secondary monitor.

Tools - Aug 2, 2016

If the user has different DPI Scaling set on each monitor, the main monitors tool tips will change size based on the secondary monitor. ...

Upgrading Project to a New Engine Version Causes Errors When Attempting to Open Tutorial Blueprints

UE - Gameplay - Nov 11, 2015

When you create a project in version 4.8.3, and update it to either 4.10 or Main, there seem to be issues loading the Engine Content Tutorials for FeaturePacks, InstallingiTunesTutorial, and Setting ...

Preview Asset Becomes Detached from Socket When Renamed

Tools - Dec 28, 2017

4.17: The preview mesh disappears entirely when the name of the preview asset is changed When a preview asset is applied to a socket, and the socket is renamed, the preview asset becomes detached ...