Actors are deleted when multiple actors from multiple sublevels are moved to the persistent level

Tools - Feb 10, 2015

Actors disappear when multiple actors are selected and are moved from multiple sublevels to the persistent level at the same time. ...

The Height of a Jump When Holding the Jump Button is Dependent on Framerate

UE - Gameplay - Player Movement - Nov 20, 2015

Setting the Max Jump Hold Time variable to 1 second, and then holding the jump button produces different results depending on the framerate. In this case, the normal jump is at a specific height, bu ...

Dragging to Change Variable Attached to Empty Reroute Node Causes Freeze

UE - Gameplay - Blueprint - Apr 25, 2016

Attempting to change a variable that is connected to a node and an empty reroute node by dragging a reference on top of the existing reference causes the editor to freeze. The user provided a vide ...

Character Using Move to Location or Actor Stutters

UE - AI - Jun 9, 2016

Characters using Move to Location or Actor will briefly pause with each few steps during their movement. This did not occur in 4.11.2 binary, this is a regression. Found in 4.12.1 binary. Reproduc ...

Enum can lose value in Child actors with component containing a Map of Structs

UE - Gameplay - Blueprint - Apr 12, 2018

Value in an Enum in a Struct in another Struct assigned to a Map in a Component with the Component used on a Child Pawn Class can be reset upon editor relaunch. User submitted bug. (Unsure what int ...

Find and replace reference feature(experimental) crashes after indexing dialog

UE - Gameplay - Blueprint Editor - Jan 30, 2019

FindInBlueprints->CacheAllBlueprints(FSimpleDelegate::CreateSP(this, &SReplaceNodeReferences::OnSubmitSearchQuery, true), EFiBVersion::FIB_VER_VARIABLE_REFERENCE);  This leads to crash. Users can b ...

Two animation assets are created when Pawn is recorded in TakeRecorder.

UE - Anim - Sequencer - Jul 21, 2021

If you specify a Level Sequence of "TakeRecorder_Skeletal" in step 3, there will be only one animation created. The licensee wants this to be the same behavior. ...

Scaling problems when using "Keep World Position" attachments

UE - Gameplay - Jun 4, 2015

When using the "Keep World Position" attachment type, the child mesh does not scale properly with the parent. X scales normally, but Y and Z seem to be swapped. [Image Removed] The name "Keep Wor ...

F10 shortcut does not skip to next node when breakpoints are active

UE - Gameplay - Blueprint - Jun 10, 2015

If a breakpoint is placed on a node in blueprints and then PIE is started, if the breakpoint node is triggered and the user presses F10 (keyboard shortcut to skip to next node), the logic will not c ...