Re-importing animations from .fbx created in blender stops animation from correctly animating

OLD - Anim - Feb 4, 2016

Re-importing animations from .fbx created in blender stops animation from correctly animating. ...

Converting Int to Byte to Enum crashes editor during PIE

UE - Gameplay - Blueprint - Jan 28, 2016

Converting Int to Byte to Enum crashes editor during PIE. Frequency: 3/3 Crashreporter: N/A ...

Output pins labeled "self" will not appear on interface functions called in blueprints

UE - Gameplay - Blueprint - Jan 28, 2016

Output pins labeled "self" will not appear on interface functions called in blueprints. ...

Opening a project that contains an actor in viewport with a child actor component of type TextRenderActor crashes the editor

UE - Gameplay - Blueprint - Jan 12, 2016

If a blueprint with a child actor component of type TextRenderActor is added to a level and the editor is saved, closed, and reopened, the project will crash with the following assert: Assertion ...

Construction script on child actor components not respected in PIE

UE - Gameplay - Blueprint - Jan 14, 2016

Child Actor Components run their construction scripts upon parent's placement in level. However, these specifications are not maintained once PIE is initiated. ...

Enable Collision checkbox does not affect static meshes from static mesh editor when set to false

Tools - Nov 24, 2015

Setting the Enable Collision checkbox to false in the static mesh editor does not alter collision on static mesh objects. ...

Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type

UE - Gameplay - Feb 7, 2016

Macro Inputs and Outputs cannot use ECollisionEnabled Enum as a variable type. ECollisionChannel and ECollisionResponse are available. ...

references to interfaces remain in blueprints after being deleted when copying functions

UE - Gameplay - Blueprint - Nov 17, 2015

If an interface is deleted from a blueprint and the functions are copied over references to the interface remain in the reference viewer of the editor. ...

Child components of child actor components in blueprints do not update transform based on parent

UE - Gameplay - Nov 10, 2015

If a blueprint has a child actor component that has other components parented to the child actor component, the child components of child actor components will not update transform based on the pare ...

Duplicated blueprints lose components

UE - Gameplay - Blueprint - Nov 2, 2015

Blueprints that have been updated from previous engine versions lose components if duplicated. The original blueprint retains all components but all duplicates lose them. ...