Mesh Type Particles with Collision on World Static and Destructibles will not keep collision when placed into the Effects slot of a Destructible Mesh. ...
GetOverlappingActors will return a value when used immediately after OnComponentEndOverlap. Putting a delay after the OnComponentEndOverlap call will result in GetOverlappingActors to return null, s ...
BlueprintNativeEvents (and BlueprintImplementableEvents) are not available to be overridden in a Blueprint Graph if they do not return a value. This affects both functions present in source code, as ...
Launching standalone or a packaged game that forces fullscreen at launch does not gain control of mouse/keyboard input until after the screen is clicked on. ...
Opening a Sprite that is already opened in Property Matrix closes the Property Matrix tab. This is inconsistent with other asset types; tested with Textures, Materials, and Blueprints, and in each c ...
There is no longer an option to create a new montage branch point by right clicking in the CharacterAnimBP. ...
In CharacterAnimBP: After creating a new montage branch point you cannot reference it in the CharacterAnimBP’s Event graph until you close and restart the editor. ...
When deploying a Third Person Template project to a Mobile device, there will be no dynamic shadows in the level coming from the character. Shadows are shown in 4.6.1 but not in the changelist provi ...
After enabling Light Propagation Volumes with the console variable r.LightPropogationVolume=1, opening or creating a material with the subsurface profile model will crash the editor. Broken in 4.6. ...
Empty reroute nodes lead to an error on compile with links that switch focus away from the BP Editor tab and onto the Level Editor tab when clicked. ...