Adding a StaticMeshComponent pointer to a derived StaticMeshComponent class has inconsistent behavior

UE - Gameplay - Components - Aug 6, 2015

Adding a UStaticMeshComponent pointer to a class derived from StaticMeshComponent allows for two meshes to be set by a single component. Setting two meshes inside a blueprint this way will only allo ...

Class Defaults do not show Texture variables when called from other blueprints

UE - Gameplay - Blueprint - Sep 30, 2015

If class defaults are accessed in an actor blueprint from another blueprint, texture variables will not appear in the class defaults list on the "Get Class Defaults" node. ...

Shadows cast from static meshes are not appearing on characters in Mobile Preview

UE - Graphics Features - Oct 24, 2014

When placing a Static mesh into a level that will cast a shadow and building lighting, no shadow will be shown on a character when walking through its shadow ...

Math Expression nodes cause packaging to fail.

UE - Gameplay - Blueprint - Oct 24, 2014

When using a math expression node within a blueprint, the project will fail when packaging. ...

Skeletal Mesh with Tessellated Material causes Excessive Blur

UE - Graphics Features - Nov 18, 2014

With a Tessellated Material, either Flat or PN Triangles, applied to a Skeletal Mesh when playing, the Mesh has excessive blur when in motion. If you use the same material and turn off tessellation ...

Renaming Parameters resets all Instances in Level and Thumbnails

UE - Rendering Architecture - Materials - Jan 27, 2015

Renaming a Parameter in a Base Material will make all instances of that Base Material in the level and the instance's thumbnail reset to default values from Base Material until the Instance is opene ...

Adding array element of instanced meshes during simulation does not increase amount of elements in array

UE - Gameplay - Blueprint - May 9, 2016

Adding array element of instanced meshes during simulation does not increase amount of elements in array. Regression (No) issue (does) occur in 4.10.4 ...

Mouse cursor position is locked to center of screen when bShowMouseCursor is false

Tools - Nov 16, 2016

When you set bShowMouseCursor to false in a Standalone or packaged game while Default Viewport Mouse Lock Mode is set to either Always Lock or Lock on Capture, the cursor will become locked in place ...

Creating custom event from function w/ delegate variable parameter does not have input pin for the delegate

UE - Gameplay - Blueprint - May 29, 2015

When using a delegate variable as a function parameter, dragging off of the delegate pin of an associated function BP node to create a custom event will create a default custom event without the inp ...

Updates to Static Mesh Sockets do not appear in BPs until recompiled

Tools - Apr 13, 2016

Static mesh socket updates do not appear in BPs unless you recompile ...