Attempting to Change Global Variable to Local Variable in a Function Containing a Timer Causes Compiler Error

UE - Gameplay - Blueprint - Sep 14, 2016

When attempting to replace a global float variable with a local float variable that is connected to a Timer node in a blueprint function, an error will appear after trying to compile. This does not ...

Syncing to an asset through in-editor interface will not update existing assets while in the editor

Tools - Sep 4, 2015

If a user syncs to an asset through the editor (right-clicking it in the Content Browser and selecting Sync), the asset will not update until the editor is closed and reopened. Note: This issue is ...

Debug symbols are required for the Shipping packaging configuration

Tools - Feb 11, 2016

If the engine is installed without the Debug Symbols, packaging for Shipping will fail due to the missing files. While I believe this is expected for Development, it shouldn't occur with shipping. ...

Crash When Executing RestartLevel When GameInstance Contains a Reference to an Actor in a Streamed Level That is Loaded But Not Visible

UE - Gameplay - Nov 29, 2016

The editor is crashing when attempting to use the RestartLevel command if the GameInstance contains a reference to an actor that is in a streaming level. The streaming level must be loaded, but not ...

No mouse decorator when dragging Event Dispatcher from My Blueprint panel

UE - Gameplay - Blueprint - May 20, 2015

Currently there is no mouse decorator when dragging event dispatchers out of the My Blueprints panel in the Blueprint editor. This contradicts the functionality of drag-and-dropping variables, func ...

Maps of Wildcard type do not propagate values correctly when inside of macro

UE - Gameplay - Blueprint - Dec 7, 2017

There is an issue with Maps of Wildcard type that do not propagate values correctly when inside of macro. When using these in a blueprint there are errors and the blueprint cannot compile. This issu ...

Expandable Area does not respect scrollbox boundaries unless set to fill

UE - Editor - UI Systems - Dec 13, 2017

There is an issue where Expandable Area does not respect scrollbox boundaries unless set to fill. This occurs when the scrollbox is a child of another component. This issue does not appear to be a r ...

scroll box inside retainer box does not respect scroll box clipping

UE - Editor - UI Systems - Feb 14, 2018

There is an issue where scroll boxes inside retainer boxes do not respect scroll box clipping. This issue appears to be a regression. Versions tested: Issue does not occur in 4.17 4.17.2 CL - 36589 ...

Jittering effect with Physics Constraint Actor using Linear Limits

UE - Simulation - Physics - Mar 26, 2018

Jittering effect with Physics Constraint Actor using Linear Limits. This only seems to affect the Physics Constraint Actor from the Modes panel, with the static mesh starts near the physics constrai ...

A crash in editor will result after swapping inherited SCS component names at the parent class level before loading a child class that overrides them.

UE - Gameplay - Blueprint - Oct 26, 2018

This is an editor-only crash that's due to stack overflow/infinite recursion in UInheritableComponentHandler::FixComponentTemplateName(). We are recursively trying to rename other inherited componen ...