"Asterisk" is misspelled as "Asterix" in a Blueprint Node

UE - Gameplay - Blueprint - Sep 29, 2015

"Asterisk" is misspelled as "Asterix" in a Blueprint Node ...

In Animgraph, Custom Blend Logic set to "Delayed Freeze" causes duplicate "Frames to Cache" field

OLD - Anim - Jan 27, 2015

In the Animgraph of an AnimBlueprint, Using Custom Blend Logic results in the "Frames to Cache Pose" field being duplicated if "Delayed Freeze" is selected. However, if "Standard" or "Freeze" is s ...

Destructible Meshes will flicker in a Packaged Game

UE - Simulation - Physics - Destruction - Apr 9, 2015

Destructible chunks will flicker after the DM has been fractured. These chunks will flicker until they are in a sleep state. Using Sensitive Sleep Family will allow this to stay prolonged. Waking th ...

Crash Occurs When Attempting to Use Validated Get on a Local Variable

UE - Gameplay - Blueprint - Jan 13, 2016

In a function, creating a local Pawn or Actor variable, getting it, and then converting the Get to a Validated Get will cause the editor to crash upon compiling the blueprint. Found in 4.10.2 binar ...

FullScreen Immersive on KitKat and above devices still shows device buttons

UE - Platform - Mobile - Nov 2, 2015

Enable fullscreen immersive on kitkat and above devices does not properly work on devices with onscreen buttons. ...

Character Can Jump Indefinitely on the Client When JumpMaxHoldTime > 0

UE - Gameplay - Jan 23, 2017

Characters on the client can jump indefinitely when using a Jump Max Hold Time of > 0. It appears that this option is not available on the client. ...

Fail to launch ('Attempt to build nav collision') on device when HLOD is generated

UE - AI - Feb 16, 2017

After generating HLOD, game launched from launch on device does not run correctly. 4.14 does not seem to have this issue, so this might be a regression. ...

Can't clear AnimBp reference from an old asset(4.10 or before) with a skeletalMeshComponent

OLD - Anim - Mar 2, 2017

When using an older asset(4.10 or before) with a skeletalMeshComponent in a newer engine version, a reference for the original AnimBP remains after changing the mesh component's Anim Class. ...

OnAudioPlaybackPercent Returning Incorrect Start Time of Play node with new Audio Engine

UE - Audio - May 2, 2017

The values returned by the OnAudioPlaybackPercent event node are incorrect when calling a sound to Play with a specific Start Time via blueprint when using the new Audio Engine i.e. AudioDeviceMod ...