An Actor BP with an editable variable that references another Actor in the level will reference multiple examples of that Actor if it is duplicated. Reproduced in 4.7.2 binary and Main (//depot/UE4 ...
Timeline name changes do not propagate to related nodes. Refresh All does not rename nodes that reference the timeline, and Getters and Setters are no longer valid nodes. Reproduced in 4.7.2 binary ...
Using ServerTravel from a map set as the Transition Map with Seamless Travel enabled in the Game Mode will crash the editor. Probably related to [Link Removed] Reproduced in 4.7.2 binary and Main ...
Local Vector variables in functions do not save the Y and Z values. Possibly connected: after entering the X value, pressing Tab does not move to the Y value. Tabbing from there works as expected. ...
When Using mobile preview in the 4.7 preview build, or in the changelist provided, Dyanmic lighting is not showing shadows when changed to movable. Following the steps below, you will see no shado ...
Default Value elements in a variable array inside a Game Instance Blueprint collapses after anything is entered. This does not occur in other Blueprint classes. Additional actions that will collaps ...
A SkeletalMesh component will spawn in rotated when setting the skeletal mesh and simulating physics on Begin Play Adding a Delay between SetSkeletalMesh and SetSimulatePhysics will correct the iss ...
Duplicating a blueprint that has a node hooked up to BeginPlay causes the BeginPlay in the duplicate blueprint to target the original blueprint. This does not appear to affect functionality. Occur ...
A replicated Timeline's Finished output does not fire on the Client if the Server changes the Timeline Length to a shorter duration. Test project attached. Reproduced in 4.9.2 binary, 4.10.2 binar ...
Changing the value of a text struct variable inside a duplicated function that contains a Make Struct node will reset that value in the original function. This does not appear to occur with other va ...