If a custom code based enum is used inside a blueprint, doing a hot reload will break the nodes by assuming they are of a type other than enum. ...
Using Ubuntu 15.04, editor windows do not layer correctly when minimized. Control remains with the minimized window. Ex. After minimizing a blueprint window, right clicking will still act as thoug ...
Using the MakeEditWidget specifier inside a UPROPERTY macro and creating a blueprint based on the class will show the translation gizmo inside the main editor viewport but the gizmo will not show up ...
When running the editor through VS debug mode, any breakpoint that is set in the class used as the Default pawn class in world settings will be ignored when playing in editor ...
Transitioning between levels causes a split second flash when using loading screens. This may be caused when one level is loaded out, before the next level has been loaded in. ...
When Editor Multiplayer Mode is set to Play As Listen Server the editor will trigger a breakpoint on exiting PIE if any event is ran though the level blueprint ...
When assigning an imported apx file to the clothing drop down under the material element of this imported Skeletal Mesh will result in a crash. Tested in: 4.11.2 CL-2946394 4.12.3 CL-3013449 Dev ...
When you place a texture onto a BSP and resize the BSP, the material/texture is skewed to the size of the BSP rather than staying at the scale it originally was. Work Around: You can resolve this b ...
If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...
When creating a new project from the vault, for example: Content Examples, each time it tries to save on the C:\My Documents\Unreal Projects instead of D:\Unreal Projects, even though that folder is ...