Clear Timer node does not stop a looping timer

UE - Gameplay - Feb 16, 2015

Setting a Clear Timer node does not stop the named function from firing. ...

Split Struct Pin on a Function output will return a compiler error

UE - Gameplay - Blueprint - Jan 13, 2015

Split Struct Pin on a Function output will return a compiler error: Error Pin New Param 1 X named NewParam1_X doesn't match any parameters of function NewFunction_0 Error Pin New Param 1 Z name ...

Cannot change color and opacity via animation key frames for text blocks in UMG

Tools - Nov 12, 2014

Changing the color and/or opacity setting for a text block does not register with the autokey when animating in UMG. Because of this users are unable change these settings dynamically via the animat ...

Color bubble has no effect in an Event Graph

UE - Gameplay - Blueprint - Feb 24, 2015

If you add a comment to an Event graph Blueprint and change the comment color, the bubble should not change colors unless the Color Bubble detail is checked. I have included photos to better show ...

ResavePackages commandlet with Build Lighting applies level transform each time

UE - Foundation - Core - Cooker - Sep 13, 2016

While using the commandlet for RebuildPackages with -BuildLighting and having any sub-levels with level transforms will be added to the current position each time this commandlet is run. As an exa ...

Destruction mesh with Crumble Smallest and Impact near another will leave residual mesh visible

UE - Simulation - Physics - Destruction - Jan 28, 2015

When using a DM that has Crumble Smallest and Impact damage enabled there will be instances where the residual mesh before fracture is left behind. What appears to happen is there is a force large e ...

Collision capsule attached to skeletalmesh with 'collision enabled' collides

UE - Simulation - Physics - Jun 18, 2015

Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...

Any events in sequencer fire at frame 0 when set to looping

UE - Anim - Sequencer - Mar 28, 2016

Any active events fire at frame 0 when the sequence loops ...

Cannot disable the NavLinkProxy through the Smart Link option

UE - AI - May 6, 2015

Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...

FBX Scene Importer sets actors in Blueprint to movable when reimporting

UE - Editor - Content Pipeline - Import and Export - Nov 28, 2016

When using the FBX Scene Import into Level with default settings so that the actors in the BP import as static, if you reimport them they will then be set to Movable in the BP. This is not a regre ...