F10 shortcut does not skip to next node when breakpoints are active

UE - Gameplay - Blueprint - Jun 10, 2015

If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...

Opening Gameplay Debugger while in PIE removes print string output from screen in subsequent PIE modes

UE - AI - Apr 23, 2015

If a user opens gameplay debugger ( ' pressed while in PIE), all print string outputs to screen disappear, and will no longer appear during any PIE session until editor is closed and re-opened. Wo ...

Add Actor Local Offset does not work for Client Characters

UE - Networking - Mar 31, 2015

Add Actor Local Offset does not work for Client Characters. The client attempts to move but is forced back to start, resulting in a jitter and not the intended movement. The same movement setup in a ...

Editor Crashes when copying/pasting a custom event function that was within a separate function to an event graph if the custom event was created in another blueprint

UE - Gameplay - Blueprint - Jan 16, 2015

Editor crashes when a custom event node is called as a function within a different blueprint in a separate function, then copied and pasted into the event graph of the second blueprint, the executio ...

LIVE: All Sprites and Flipbooks besides the player's appear blurry when the player character moves

UE - Gameplay - Paper2D - Oct 31, 2014

All Sprites and Flipbooks besides the player's appear blurry when the player character moves. It is more evident in some sprites than others, but it appears that any sprite or flipbook that are not ...

Adding a Named Slot to a UMG Widget is causing the number to increase rapidly.

UE - Editor - UI Systems - Feb 25, 2015

If you create a new Blueprint Widget, place a button into the widget, and click, hold, and drag a Named slot onto the button, the number of the Names Slot will keep increasing as long as the named s ...

Lens Flares Tints appears in the Get Settings node for PostProcessVolume but does not appear in the Set Settings node

UE - Gameplay - Blueprint - Dec 11, 2014

The Lens Flares Tints struct appears in the Get Settings node for a PostProcessVolume but does not appear in the Set Settings node. ...

Very difficult to drag off of nodes on touch screen laptops.

UE - Gameplay - Blueprint - Jan 30, 2015

When using a touch screen laptop, it is very difficult to drag off the exec of nodes. I was able to drag off of a node 2 times after trying around 25 times. I was using a ComPat touch Screen laptop ...

Automation tool failure exit code

UE - Automation Test - Aug 25, 2015

Automation won't return the correct exit code when an issue is caught using the map check error. When running from the RunUAT batch file, it will never finish. ...

Crash reimporting Geometry Cache with Per X Frames

UE - Gameplay - Aug 12, 2016

Crash occurs when the user reimports a geometry cache asset and changes the Sampling Type to Per X Frames. This seems to only occur if Frame Start is set to a value other than 0. ...