Blueprint CDO contains removed component from parent class

UE - Gameplay - Blueprint - Apr 28, 2015

Blueprint CDO contains removed component from parent class. From the AnswerHub post: "It appears that if a component is removed from the C++ class, the CDOs for all of the blueprints remain unchang ...

GPU Particle Emitters not Inheriting Velocity from Event Generator Particle Module

UE - Niagara - Jun 17, 2016

When using an Event Generator in a particle emitter that passes velocity for other emitters to inherit, only CPU emitters take on the velocity, and not the GPU emitters. In the test case/project I ...

Choosing sides appears to have no affect for forced feedback

UE - Gameplay - Mar 18, 2016

Choosing the side that is supposed to vibrate during forced feed back does not appear to have an effect. The same side vibrates regardless of selection ...

OnRep function fires off even if the value has not changed for a variable set to RepNotify

UE - Networking - Mar 15, 2016

RepNotify causes the On Rep function to fire off whenever a variable is set rather than when the value of the variable changes (as stated in the documentation). ...

Warning in the Output Log when Switching a Local Variable from Struct to Enum

UE - Gameplay - Blueprint - Mar 14, 2016

Warning in the output log when switching a local variable from struct to Enum ...

Mouse is not captured when switching between clients when running PIE

Tools - Mar 14, 2016

If the user launches multiple clients with PIE, the mouse will only be captured by the last client launched. If the user Alt+tabs to another window than the mouse will not get captured and they will ...

Camera behavior mismatch between PIE vs Packaged game

UE - Gameplay - Feb 19, 2015

When a camera is setup in code with GetWorld()->GetFirstPlayerController()->SetViewTarget(this); the camera will work in the editor but a packaged version of the game has a black screen. ...

Code classes with a portion of the project name and parent type cannot be created.

Tools - Feb 25, 2015

When adding code to a project, class names cannot be used if they contain a portion of the project's names and the type of class of the parent. Message says that the name is already used by another ...

Transforming inherited component in editor will crash

Tools - Mar 6, 2015

When a component inherited from code is transformed in any way with the viewport controls (arrows, rotation sphere, scale boxes) the editor will crash. Using the value boxes to set the transform do ...

ShooterGame player death creates Death Anim Timer handler incorrectly

Docs - Samples - Mar 10, 2015

In ShooterCharacter.cpp (line 376) there is a call to FMath::Min(0.1f, DeathAnimDurtation) that always returns 0.1. User suggests changing FMath::Min() to FMath::Max(). ...