AND and OR nodes evaluate second argument even if it's unnecessary

UE - Gameplay - Blueprint - Oct 12, 2015

Using the AND and OR nodes in blueprints will evaluate the second argument even if the first is enough to pass/fail the condition. Using the AND node where the first argument evaluates to false sti ...

Crash when trying to find references to blueprint Structure node

UE - Gameplay - Blueprint - Oct 12, 2015

Right clicking on a struct node inside a blueprint and selecting the "Find References" option will cause the editor to crash Crash Reporter: [Link Removed] ...

Collision jitters when going up stairs, causing erratic overlap events.

UE - Simulation - Physics - Jan 11, 2016

When overlapping with another object while moving up stairs with a character, the overlap events (OnBegin / OnEnd) that occur will be called multiple times in an alternating fashion. This will also ...

Reimport Ignores Convert Scene Unit and Convert Scene Settings

Tools - Nov 16, 2016

When importing an FBX with a unit scale that is different from UE4's unit scale it will import correctly by unchecking Convert Scene Unit and leaving Convert Scene checked. If you reimport the mesh ...

Set mouse position node does not appear to work the first time it is called in stand alone

UE - Gameplay - Input - Nov 17, 2016

Set mouse position node does not appear to work the first time it is called in stand alone. The node has to be called twice before the correct position is set for the mouse ...

Hot reload breaks code based struct array used in blueprints

UE - Gameplay - Blueprint - Mar 21, 2016

When an array of a struct, defined in code, is used in a blueprint, preforming a hot reload after making changes to the class with the struct will cause the blueprint nodes relating to the struct be ...

Editing static functions in Blueprint Function Libraries with hotreload can cause saving issues with blueprints calling them

UE - Gameplay - Blueprint - Sep 26, 2016

When editing a Static function from a Blueprint Function Library, any blueprints that have already had it added are unable to be saved. This can be worked around by removing the node and adding it a ...

Setting Paper Sprite Component from within another component causes sprite asset reference to be lost on associated blueprint compile (nested components issue)

UE - Gameplay - Blueprint - Sep 8, 2016

If a UPaperSpriteComponent is declared in a Scene Component class and the Scene Component is added as a component to a Pawn class, creating a blueprint of the Pawn and setting the Paper Sprite caus ...

iphone7+ Does Not Get Correct Device Profile Selected

UE - Platform - Mobile - Nov 16, 2016

When launching to iphone7+ the incorrect device profile will be used for device profile settings. ...

Default subobjects do not get PostLoad called

UE - Gameplay - Components - Nov 3, 2016

PostLoad function is not called for blueprint components added through code. Regression: Yes In 4.12.5 (CL 3039270) code components do have PostLoad called if other components are not added throug ...