The Ease function's Blend Exp reverts to its default value after closing/reopening the editor

UE - Gameplay - Blueprint - Jan 20, 2015

The Ease function's Blend Exp reverts to its default value after closing/reopening the editor. Reproduced in 4.6.1 binary and in Main (CL-2408355). ...

Physics object set to OverlapAll will still collide with the player

UE - Gameplay - Aug 24, 2015

Physics object set to OverlapAll will still collide with the player User Description: The pawn is simply colliding with and causing physics on objects it shouldn't be. To replicate: Set up a new ...

NotBoolean node is broken in specific projects for State Machine Transitions

OLD - Anim - Oct 14, 2015

In the attached project, you'll find the NewChar_AnimBP. In the state machine, there is a "NotBoolean" node in the JumpingToFallingLoop transition that appears to be broken. At first, the NotBoo ...

Root Motion Not Working with Multiple Slots

OLD - Anim - Jul 27, 2015

When a montage containing two slots each containing animations with root motion is played in editor: When the first slot selected, root motion functions properly with the animation. When the sec ...

PhysicsBall BP not updating location with Collision volumes

UE - Simulation - Physics - Feb 2, 2017

PhysicsBallBP is unable to teleport via a collision volume (with either SetActorLocation or Teleport node). Regression: Error is not present in 4.14.3 but is present in 4.15.P3 Console error descr ...

Creating a plugin in a C++ project opens a second instance of Visual Studio

UE - Foundation - Cpp Tools - Plugin System - May 15, 2017

Note If creating the project outside of Binary, build the project in VS, but do not close it. When creating a new plugin, the editor compiles the project and opens in Visual Studio. If the project ...

Actor Variable References settable when in type array in Level blueprint

UE - Gameplay - Blueprint - Nov 13, 2017

There is an issue with Actor Variable References that become settable when in type array in the Level blueprint. Once in the array, the actor can be successfully addressed, however using the Save Cu ...

Can change type of event dispatcher in Blueprint

UE - Gameplay - Blueprint Editor - Oct 2, 2018

It seems that with 4.20 users are able to change a dispatcher's type from Multicast Delegate to something else (float, int, etc.) Doing so will cause any node that references the dispatcher via call ...

Child Blueprint construction script runs before parent C++ OnConstruction

UE - Gameplay - Jun 25, 2019

When the order of construction is backwards it makes it impossible to have native objects set up components in OnConstruction, that a child BP Construction Script then has access to. Sometimes the C ...

Unable to delete levels with Particles in them

UE - Gameplay - Oct 9, 2019

The engine is unable to Level that has a Blueprint actor with a child actor component that has a particle system component. The follow message pops up: World /Game/LevelName.LevelName is in use. — ...