Input Action Events are not included in the list of overrideable functions in the My Blueprints tab

UE - Gameplay - Blueprint - Feb 5, 2016

Input Action Events are not included in the list of overrideable functions in the My Blueprints tab. Reproduced in Actor Blueprints and Player Controller Blueprints. This is a regression: overridin ...

Clear Timer node does not stop a looping timer

UE - Gameplay - Feb 16, 2015

Setting a Clear Timer node does not stop the named function from firing. ...

Server travel from Shooter Game level Highrise crashes editor

UE - Networking - Nov 17, 2014

If a person is on the Shooter Game level Highrse and uses the blueprint node "Execute Console Command" to server travel to any other level the editor will crash. In PIE mode the editor will hang at ...

Split Struct Pin on a Function output will return a compiler error

UE - Gameplay - Blueprint - Jan 13, 2015

Split Struct Pin on a Function output will return a compiler error: Error Pin New Param 1 X named NewParam1_X doesn't match any parameters of function NewFunction_0 Error Pin New Param 1 Z name ...

Cannot change color and opacity via animation key frames for text blocks in UMG

Tools - Nov 12, 2014

Changing the color and/or opacity setting for a text block does not register with the autokey when animating in UMG. Because of this users are unable change these settings dynamically via the animat ...

Color bubble has no effect in an Event Graph

UE - Gameplay - Blueprint - Feb 24, 2015

If you add a comment to an Event graph Blueprint and change the comment color, the bubble should not change colors unless the Color Bubble detail is checked. I have included photos to better show ...

Using a custom #define as the condition for a UFUNCTION's declaration will cause the function to not show in blueprints

Using a custom #define as the coniditon for an #if / #endif that encapsulates a UFUNCTION that is marked as BlueprintCallable will prevent it from being visible in blueprints despite the #if resolvi ...

Collision capsule attached to skeletalmesh with 'collision enabled' collides

UE - Simulation - Physics - Jun 18, 2015

Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...

Any events in sequencer fire at frame 0 when set to looping

UE - Anim - Sequencer - Mar 28, 2016

Any active events fire at frame 0 when the sequence loops ...

Cannot disable the NavLinkProxy through the Smart Link option

UE - AI - May 6, 2015

Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...