Material Base Pass Instruction Count will change from a value established when plugging in components pre-compile to a higher value on post compile, but when the material is reopened the count rever ...
Local class type variables do not correctly populate with default value information. Variables of a class type populate with default value information normally. ...
https://udn.unrealengine.com/questions/419239/uk2node-genericcreateobject-compile-issue.html ...
When blueprints associated with the actorcomponent are open and changes are made to the actorcomponent, once it's compiled there are compiler errors on the indirect blueprints. ...
Using the AND and OR nodes in blueprints will evaluate the second argument even if the first is enough to pass/fail the condition. Using the AND node where the first argument evaluates to false sti ...
Expanding a folder in the Finder through the editor will crash the editor. Reproduced in 4.7.2 binary on 10.9.5 Crash Report: [Link Removed] ...
When using Drad and Drop UMG with iOS via the information provide in the forum thread, the project will crash on the device it is deployed to when dragging the UMG ...
For unknown reason, the header of BP_Parent is included twice. The second header is located after the .generated.h, causing the compile error. The following is the include section of BP_Child__pf1 ...
Getting a blackboard value as int and then attempting to increment it does not actually increment the value. Upon attempting to increment a value that started at 0, the editor continued to print out ...
Reproduced about 6 times from 9 attempts. Regression TBD. ...