Macro Libraries do not update after rename

UE - Gameplay - Blueprint - Jan 21, 2015

Macro Libraries can only be called by their original name, even after being renamed to something different. ...

Updating project to 4.12 corrupts Additive AimOffset thumbnail, causing log spam

OLD - Anim - Jun 6, 2016

Updating project to 4.12 corrupts Additive AimOffset thumbnail, causing log spamLogAnimation:Warning: Setting an additive animation (Owen_AimOffset) on an AnimSingleNodeInstance is not allowed. This ...

DefaultSceneRoot causes Get Actor Bounds to Return 128

UE - Gameplay - Jun 1, 2016

When using the Default Scene Root component in a blueprint with no additional components, the box extent of the Get Actor Bounds node is returning 128,128,128 instead of the expected 0,0,0. If you ...

FBX imports incorrect vertex normals in 4.7

UE - Graphics Features - Mar 2, 2015

Box reflection captures with some assets are not working correctly. The reflection capture is being tiled with version after 4.7 that were not in 4.6. Images are attached to demonstrate along with ...

Crash: Using Sequencer to attach an actor with multiple skeletal mesh components crashes the editor

UE - Anim - Sequencer - Nov 30, 2016

When using an Attach track in sequencer to attach an actor that contains more than one skeletal mesh component, the UI to choose which mesh component to attach to pops up, but then the editor hangs ...

Differences in Auto-Exposure between Editor PIE and Packaged Build for VR

UE - Platform - XR - Apr 3, 2017

A licensee is reporting a difference in auto-exposure brightness levels between PIE and a Packaged project. He is working in VR, but since I was not able to reproduce the issue on my end it is hard ...

Gear VR enabled distribution APKs should not be signed with v2signing with Gradle

UE - Platform - Mobile - Aug 11, 2017

Oculus store does not accept APKs signed with v2 signing from Gradle. ...

Shortcut(Function, Add a new function graph) leads to crash in the MacroLibrary editor.

UE - Gameplay - Blueprint Editor - Dec 4, 2017

Shortcut will still led to create a new function in the macro library. and this makes engine crash with following callstack. Assertion failed: Blueprint->BlueprintType != BPTYPE_MacroLibrary [Link ...

Cannot find source code error when doubleclicking blueprint nodes to see it in the code.

UE - Gameplay - Blueprint - Apr 2, 2018

The launcher version engine cannot find *.inl file from installed location (i.e. in my case it is located at D:\Launcher\UE_4.19\Engine\Source\Runtime\Engine\Classes\Kismet\KismetMathLibrary.inl) an ...

Crash when calling an event with an enum reference parameter with literal

UE - Platform - Linux - May 1, 2018

The issue appears to be the type of the input pin on the custom event(or function - both behave the same), under normal circumstances it should allow you to pick the enum from a list on the calling ...