Comments with line wrap cannot be edited within the Blueprint Editor

UE - Gameplay - Blueprint - Jun 25, 2015

Any comment over the allowed number of letters in a line cannot be seen therefore, cannot be edited. ...

Including "meta = (WorldContext = "WorldContextObject")" as a specifier in a Blueprint Function Library results in the function not being available in Object Blueprints if a parameter passed into the function is a UObject named WorldContextObject

UE - Gameplay - Blueprint - May 15, 2015

If a function in a custom code Blueprint Function Library class contains meta = (WorldContext = "WorldContextObject") as a specifier, that function does not appear in context searches in a UObject B ...

Keep Simulation Changes Not Saving Values After Physics Simulation

UE - Gameplay - Blueprint - Oct 1, 2015

Simulating your level and then attempting to use the Keep Simulation Changes option on an actor that has simulated physics gives the No Properties Copied error. Occurs in 4.9.2 binary and Main CL ...

A Function input's type is set as Wildcard by default if a Macro with a Wildcard input is created before the Function

UE - Gameplay - Blueprint - Sep 11, 2015

A Function input's type is set as Wildcard by default if a Macro with a Wildcard input is created before the Function. Compiling will fail with an error. Reproduced in 4.8.3 binary, 4.9.0 binary, a ...

Code function with delay enters a loop when called from BPs

UE - Gameplay - Blueprint - Oct 19, 2015

If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node. ...

Variable Names with a Leading Space Cannot be Copied

UE - Gameplay - Blueprint - Nov 9, 2015

If you begin a variable name with a space, attempting to copy any instances of that blueprint will prompt an error warning: "Unknown property in <BlueprintName>: <VarName> = <Value>. Found in 4.9.2 ...

Unable to reparent component blueprint to custom class based on ActorComponent

UE - Gameplay - Blueprint - Jan 6, 2016

After creating a component blueprint (tested with SceneComponent / ActorComponent) the blueprint cannot be reparented to a custom classed inherited from ActorComponent. This seems inconsistent sinc ...

In Compiler Results, Link to Compiler Error Navigates to Main Editor Window Instead of Node in Blueprint

UE - Gameplay - Blueprint - May 17, 2016

When there is in error in a Blueprint that causes the blueprint to fail, in the Compiler Results tab, the link to the node with the error will navigate to the main editor window instead of directing ...

Blueprint Viewport Not Updating When Destructible Mesh Component is Assigned a Mesh

UE - Simulation - Physics - Destruction - Apr 18, 2016

When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...

Make Bitmask node returns incorrect value when using custom Enum

UE - Gameplay - Blueprint - Jul 5, 2016

When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...