After a Start Up movie has completed playing, the initial default map will not load until the user clicks the mouse. The option to 'Wait for Movies to Complete' is checked which will force the user ...
The Ease function's Blend Exp reverts to its default value after closing/reopening the editor. Reproduced in 4.6.1 binary and in Main (CL-2408355). ...
ForEach 'Enum' node returns incorrect enum values User Description: The For Each loop and Byte To Enum function return weird things. The same outputs happen with the Byte To Enum, depending on wh ...
The title pretty much explains it all. When creating a blueprint and using a subcomponent or child within that blueprint, deleting the child actor, and then undoing while in play, causes crash. ...
In the event graph of a newly created Blueprint, in the "All Actions for this Blueprint" window brought up by right clicking the grid, the window will close by pressing "X" in the text field, instea ...
The Bake Pose setting does not work when using a SkeletalMesh LODSettings asset. After the change in CL22878911, the BasePose in the LODSettings asset is no longer copied to the BakePose in the skel ...
When using a DoF setting and in Mobile Preview/Metal or launching on a iOS device which supports Metal, the DoF Focal Distance and Regions are ignored and the whole scene has DoF applied to it. ...
In Action Rpg sample, creating a new Blueprint of type GameplayCueNotifyActor or GameplayCueNotifyStatic, results in an Engine crash. The call stack leads to a PrintF Slate warning message that woul ...
There is a slight delay when clicking between two different UMG buttons on Mac. Tested on OSX 10.10.1. There also appears to be a flicker on the Menu Bar. ...
The UMG editor will compile as if the blueprints is valid if you make "Get Text" node from a TextBlock variable, delete it and create a EditableText variable with the same name. When running a scene ...