REINST error breaks links in blueprints calling a blueprint component that has been altered

UE - Gameplay - Blueprint - Aug 24, 2015

Changing a blueprint component (adding a function, adding inputs, etc) causes REINST errors if PIE is pressed immediately after compiling without compiling all blueprints that are calling the compon ...

Wildcard reroute nodes do not propagate data type changes through a chain of existing reroute nodes

UE - Gameplay - Blueprint - Dec 5, 2014

When two connected wildcard nodes are attached to a type input of another node, the wire and second wildcard node do not update their data types to match. Image attached. This can only occur when e ...

zero-volume being cutoff and not restarted when non-zero

Licensee reported issue with recent changes to sorting that include volume-weighting. Previously, the sort was just due to priority (which was usually 1.0 and thus the sort was nearly random) and ha ...

Using HideCategories specifier does not hide custom categories

Tools - Aug 6, 2015

If a Component/ variable is given a custom category in code, using the HideCategories specifer inside the UCLASS macro does not hide the category. ...

Mouse Position doesn't properly update on tick when framerate is low in standalone game

UE - Editor - UI Systems - Slate - Dec 11, 2015

If a game is run in the standalone editor and the FPS drops to ~20-30 FPS, pressing an event such as LMB and returning the mouse position on tick will cause the tick to jump inconsistently. Note: ...

Notifies are retriggered on loop of an animation in Matinee/Sequencer

UE - Anim - Sequencer - May 31, 2016

Notifies are retriggered on loop of an animation in Matinee/Sequencer. This occurs during Sequencer Editor playback and when playing in game. ...

Get World Delta Seconds Not Pausing When Hitting a Breakpoint

UE - Gameplay - Blueprint - Feb 11, 2016

When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...

Premature prompt with failed import when Importing LOD Level for Skeletal Mesh

UE - Editor - Content Pipeline - Import and Export - Apr 7, 2016

When importing a LOD Level for Skeletal Meshes, the user is greeted with a windows directory window and a message that states "Failed to import mesh for LOD level 1" As the user states, this is a s ...

Morph Targets in Skeletal Mesh LODs do not behave correctly

OLD - Anim - May 18, 2016

Morph Targets in Skeletal Mesh LODs do not behave correctly This is a REGRESSION, does not occur in 4.11 ...

An Actor Reference will reset to a None when referencing a ChildActor

UE - Gameplay - Feb 11, 2016

A blueprint with an Actor Reference will reset to a None value on compile or stopping PIE User Description: We have come across a bug with the editor regarding setting direct references to child a ...