The AND node always calculates all inputs

UE - Gameplay - Blueprint - Nov 5, 2015

The AND node always calculates all inputs, even if the first input fails as False. Probably related to [Link Removed] (currently unresolved, but a Select node-specific fix is mentioned in the comme ...

NavModifierComponent doesn't work well with dynamic owner actors

UE - AI - Mar 12, 2015

When a raw NavModifierComponent gets added to a character it cuts a hole in the navmesh (as expected) but doesn't update the location with character's movement. And it should. ...

Copying a Blueprint with existing component causes hit events to be triggered in original BP also

UE - Gameplay - Blueprint - Jan 5, 2016

If you have a Blueprint with a pre-existing component, then add that to a map, and copy it, OnHit events in the COPY will also trigger in the ORIGINAL. According to the licensee, this happens with ...

Slate draws the elements of an array even when the array is collapsed

Tools - Aug 20, 2015

The elements of an array that are shown in the details panel (below the world outliner) are drawn even when the array is collapsed. This can cause a performance drop when using an array that has a l ...

Dynamically Created Hierarchical Instanced Static Mesh Component Reset with Wind Directional Source

UE - Gameplay - Components - May 6, 2015

A HISMC (Hierarchical Instanced Static Mesh Component) created dynamically through blueprints has its simulation reset by the Wind Directional Source. "The HISMC needs to get spawned from an Actor ...

Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units of the point of possession

UE - Networking - Oct 20, 2015

Actors not marked as Always Relevant do not replicate to Clients that have possessed a vehicle past 15,000 units (the sq root of Net Cull Distance Squared) of the point of possession. Note that repl ...

UMG Size to Content issue

UE - Editor - UI Systems - Jan 20, 2016

TextBox(Multi-line) or EditableText(multi-line) in UMG blinks when it meets certain condition in editor. The condition is Both Size to content option for TextBox(Multi-line) or EditableText(multi-l ...

Actor references in Level Blueprint show an incorrect display name after converting the project from 4.6.1 to 4.7 Preview or 4.8

UE - Gameplay - Blueprint - Jan 26, 2015

Actor references in Level Blueprint show an incorrect display name on their nodes after converting the project from 4.6.1 to 4.7 Preview or 4.8. Reproduced in 4.7.1 Preview 4 and in Main (Promotabl ...

Use Complex as Simple isn't working for dynamic objects

UE - Gameplay - Apr 21, 2015

Use Complex as Simple isn't working for dynamic objects. However, if not simulating physics, collision works correctly. Same as TTP# 229782 that wasn't moved to JIRA. ...

Auto-Key All and Auto-Key Animated don't work as expected

UE - Anim - Sequencer - Jul 12, 2016

Auto-Key All and Auto-Key Animated don't work as expected. Might consider having a third option that Auto-Keys only the modified property. ...