Having more than one Show or Hide Toggle in Matinee Visibility Track causes a compile error in Level Blueprint

UE - Gameplay - Blueprint - Jan 5, 2015

Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...

Navigation does not work in sub-levels

UE - AI - Jan 28, 2015

Navigation does not work in sub-levels. If the Nav Mesh Bounds Volume in a sub level is not touching a Nav Mesh Bounds Volume in the Persistent Level, it will not appear or function during Play. It ...

Entering 'Show Collision' for a project and then 'Quit' via the console command, you will receive an crash

UE - Graphics Features - May 13, 2015

Once a project is packaged, If you enter the console command 'Show Collision' and the 'Quit', the project will crash upon closing. This is only occurring in a packaged project and not happening whe ...

Incorrect Root Motion Rotation on AnimSequences created with Sequence Recorder

UE - Anim - Sequencer - Aug 11, 2016

Incorrect Root Motion Rotation on AnimSequences created with Sequence Recorder ...

SlateDialogs does not block user from setting a folder as the uproject in UFE

UE - Platform - Linux - Aug 20, 2016

Users are able to set a folder as the project using SlateDialogs in Unreal Frontend on the Linux machine. ...

SyncGroups Do Not Function between AnimSequences when Blend Time is 0

OLD - Anim - Sep 22, 2015

SyncGroups Do Not Function between AnimSequences when Blend Time is 0 (zero) *It is quesitonable SyncGroups function between AnimSequences regardless of what the blend time is set to, but especiall ...

Inconsistent UI for Parent Socket field

Tools - Aug 18, 2015

Concerning the UI, in most cases clicking on the magnifying glass will navigate to the selected asset in the Content Browser. Clicking on the magnifying glass next to the Parent Socket field result ...

Blueprint Implementable Events and Event dispatchers with the same name break the event dispatcher.

UE - Gameplay - Blueprint - Sep 22, 2015

Creating an event dispatcher and BlueprintImplementableEvent function with the same names causes a signature conflict inside the blueprint. The event dispatcher is then broken as it cannot be delet ...

Emissive for Static Lighting discarded upon Re-opening Level or Restarting Project

UE - Graphics Features - May 24, 2016

'Emissive for Static Lighting' discarded when restarting or re-opening a project. I discovered this issue while testing [Link Removed]. This issue does not occur in the binary 4.11 release so I hav ...

Using FObjectFinder outside of the constructor causes crash

UE - Foundation - Core - May 19, 2015

If FObjectFinder is used in a function other than the constructor, which should not be done, it causes a crash. ...