The Default value inside of a function for a linear color input is a text field instead of a color picker. ...
When a component written in code has it's category setting changed in blueprint the rest of the details for that component will not be editable once the component is deselected and reselected. ...
Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...
Using an asset with a "" character located in its name, will not allow that asset to be assigned to any other asset's input. For example a Texture with a "" in its name cannot be assigned to a Mate ...
I was not able use the 'Draw Material' node function in conjunction with 'SceneColor' within the HUD Blueprint. However, as soon as I deleted the 'SceneColor' node within the material editor, I was ...
if I place a mesh with "Can Ever Affect Navigation" set to true, then set it to false, it will leave the NavMesh with a bugged "hole" that AI does not path around correctly (causing the "Blocked" er ...
Editing the value of an Array Variable in an Actor Component's bp Details panel will collapse the expanded array. Found in 4.7.3 but also reproducible in Main 2491982. Another user reporting the i ...
Adding a Reroute node to a function's array output will cause the Function node to be missing the output. This seems to be only effecting Arrays. Standard variables work fine. ...
If dynamic bindings are being used in a custom code class from which Blueprints are derived, any hot reload will make the bindings a permanent part of the Blueprint and they cannot be removed or cha ...
If an instance of a blueprint is in the scene selecting it and another blueprint and choosing the option to Replace references of the one in scene with the other will cause Critical Failure errors. ...