The user can use special character when naming widgets in widget blueprints which can cause some issues. In this case naming a button "<" and adding a child text block to the button named ">" will c ...
Adding a custom component to a Blueprint and then deleting the code class defining that custom component from the project will crash the Editor any time you try to open a Blueprint containing that c ...
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 ...
If the user creates an array parameter on a custom event node by connecting a pin to it, a persistent node will appear on the node that cannot be cleared. This only occurs if the param is created b ...
We've added the option to automatically enable cinematic mode from a level sequence, but the change is made in the sequence actor's BeginPlay. This won't cause problems if the sequence is spawned an ...
Calling a child's child in a child blueprint from a spawn actor from class node that is being called back to the child causes an error. Basically, when using the spawn actor node referencing the chi ...
If the user gets the world location of the arrow component ( one example) in a packaged project it will cause the game to crash. This does not happen in the editor and it has to be done one the thir ...
This came up from several discussions on UDN and internal discussion. The root cause is that the AssetRegistry currently cannot discover packages inside IOStore containers, it relies on the seriali ...
Using the "Clear Options" node on the event OnSelectionChanged for a combo box (string) will fail to remove the text from the selected item. The options are removed but the the text of the last sele ...