Crash with Deleted Sound Cue/Wave from Content Browser still Referencing Matinee Sound Track

Tools - May 12, 2015

Deleting a Sound Cue/wave from the Content Browser that is referenced by a Matinee actor Sound Track, and attempt to play the Matinee a crash will occur. I would expect the sound track to simply pl ...

Load level interactions are not working on mobile

UE - Editor - UI Systems - Dec 9, 2014

When using UMG to load levels on a mobile device, The first level is being loaded but nothing after the first is able to trigger any additional levels to load. ...

Using "Create Level Sequence Player" can cause the sequence to stop after 60 seconds

UE - Anim - Sequencer - Jun 23, 2016

When using "Create Level Sequence Player" to control a sequence (in this case to Play), it will stop playing at 60 seconds ...

Editable text boxes (UMG) are displying the incorrect character when packaging to HTML5

UE - Platform - Mobile - Feb 10, 2015

When you add a editable text box to a project via UMG and package and deploy that project for HTML5, The Text box will show invalid characters when certain keys are pressed. I have attached a photo ...

The World Outliner will only show one Child Actor on a Blueprint that has multiple Child Actors in its Components tab

Tools - Apr 13, 2015

The World Outliner will only show one Child Actor on a Blueprint that has multiple Child Actors in its Components tab. Note that all Child Actor Components added via the Construction Script will dis ...

Setting NavModifierVolume's AreaClass at runtime does not result in navmesh rebuilding

UE - AI - Apr 23, 2015

The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...

The Toggle Comment Bubble button for Reroute nodes does not revert the comment bubble to constant visibility

UE - Gameplay - Blueprint - Nov 21, 2015

The Toggle Comment Bubble button for Reroute nodes does not revert the comment bubble to constant visibility if the bubble is set to only appear when the node is hovered over. This does not occur w ...

Mass is not calculated if an object's Collision Enabled field is set to No Physics Collision even when Simulating Physics

UE - Foundation - Core - May 22, 2015

If an actor has 'Simulate physics' enabled and the Collision Enabled field is set to anything other than Collision Enabled (i.e. OverlapAll sets this to No Physics Collision) then mass is reset to 1 ...

Crash Occurs When Generated Item Type Doesn't Match Return Type

UE - AI - Jan 7, 2016

After creating the example generator that is displayed at the bottom of the documentation linked below, a crash will occur if the Generated Item Type is set to EnvQueryItemType_Actor (which is the d ...

Timeline tracks can be given the same name as existing execution inputs, and renaming them and compiling will cause a crash

UE - Gameplay - Blueprint - Jan 13, 2015

Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...