Breakpoints in default Pawn class are not triggered in Debug mode

UE - Foundation - Core - Jul 27, 2015

When running the editor through VS debug mode, any breakpoint that is set in the class used as the Default pawn class in world settings will be ignored when playing in editor ...

Crash when trying to change game mode settings

Trying to change game mode settings after restarting the editor will cause the editor to crash. ...

Setting character animation in parent BP and mesh in child BP does not play the animation in a packaged game

UE - Gameplay - Jan 21, 2015

When a child BP is used to with a skeletal mesh to play an animation set in the parent, the animation will play in editor and in standalone but will not play in a packaged game. ...

LIVE: Attach Actor to Component crashes the editor when used after Set Simulate Physics

UE - Simulation - Physics - Oct 31, 2014

The user has attached a small project at the link to demonstrate the issue. Occurs in 4.5.1 and well as Main (//depot/UE4/Promotable-CL-2239587). Crash Reporter: [Link Removed] ...

Crash with Deleted Sound Cue/Wave from Content Browser still Referencing Matinee Sound Track

Tools - May 12, 2015

Deleting a Sound Cue/wave from the Content Browser that is referenced by a Matinee actor Sound Track, and attempt to play the Matinee a crash will occur. I would expect the sound track to simply pl ...

Load level interactions are not working on mobile

UE - Editor - UI Systems - Dec 9, 2014

When using UMG to load levels on a mobile device, The first level is being loaded but nothing after the first is able to trigger any additional levels to load. ...

Editable text boxes (UMG) are displying the incorrect character when packaging to HTML5

UE - Platform - Mobile - Feb 10, 2015

When you add a editable text box to a project via UMG and package and deploy that project for HTML5, The Text box will show invalid characters when certain keys are pressed. I have attached a photo ...

Character Movement values do not reset to defaults

Tools - Mar 9, 2015

Character Movement values do not reset to defaults. Changing a value and then using the arrow to Reset to Default updates the number displayed in the Details panel, but the value does not update dur ...

The World Outliner will only show one Child Actor on a Blueprint that has multiple Child Actors in its Components tab

Tools - Apr 13, 2015

The World Outliner will only show one Child Actor on a Blueprint that has multiple Child Actors in its Components tab. Note that all Child Actor Components added via the Construction Script will dis ...

Setting NavModifierVolume's AreaClass at runtime does not result in navmesh rebuilding

UE - AI - Apr 23, 2015

The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...