Crashes in UGameplayStatics::GetPlayerController, probably because World is NULL. When you package this vehicle game setup or play in standalone, the game will crash. 4.6.1 release crash (Standalo ...
Editor crashes if a user presses tab while editing transform values in a blueprint struct. Note: This only occurs while editing transform variables, no other var causes this crash. Logs and Dump f ...
Custom events cannot be called as functions after being made in level blueprints or after changing levels. User must close and re-open editor to be able to call a custom event. ...
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 ...
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 ...
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. ...
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. ...