There is a typo in the Pick Parent Class for blueprints. It is in the description for the pawn. The word receive is spelled receieve. ...
The HeightLerp node in the material editor has an input pin that reads "Transistion Phase (S)" - Transistion seems like a typo for Transition (without the second 's') ...
Any change to the setting for the variable bStartWithTickEnabled in a skeletal mesh component is not registered. The component will tick even when the variable is set to false. Setting bStartWithT ...
Editor crashes when a widget's tick contains a breakpoint at a print string node. Based on 4.16 warning message, this appears to be caused by the text attempting to draw when no draw buffer is avai ...
Widget component Navigation does not appear to work with "Recieve Hardware Input" set to true. When using the arrow keys to navigate the menu, the focus does not change as it would in the 2D equival ...
When a function in a blueprint (BP created or BlueprintCallable from code) has nodes calling that function in the event graph, deleting the function entirely does not remove the nodes that already e ...
When Remove Instance is called for an instance static mesh component, the render state is not properly updated, causing some of the instances to not be visible. Workaround: Forcing a call to PostEd ...
Calling SetNavigationRule at runtime does not update the widget navigation of the selected widget. Regression: No - same behavior occurs in 4.16.3 (CL 3561208) ...
Attempting to return a const pointer from a UFUNCTION will cause a VS compile error The syntax UFUNCTION(BlueprintCallable, Category = test) const UMyActorComp* SomeFunc(); returns a VS compile ...
In the UHT boilerplate that's generated for the FGUseableInterface type, there is a pure virtual declaration that's emitted for the BlueprintNativeEvent's required _Implementation() method: #define ...