Changing a blueprint component (adding a function, adding inputs, etc) causes REINST errors if PIE is pressed immediately after compiling without compiling all blueprints that are calling the compon ...
If a variable in a blueprint is the same name as a referenced variable from another blueprint, using "find references" on the local variable will return references to both the local and the external ...
If a macro is referencing a custom enum within a struct and compiled after another output pin is removed, an internal compiler error will appear and the blueprint will not compile. ...
If focus is taken away from the viewport window in blueprints (LMB in the details pane, for instance), pressing W, E, or R to change the transform widget will not work until focus is returned. ...
Scaling objects via a timeline scales past the intended value when attempting to scale to 0,0,0. Instead of ending at 0,0,0 the scale will be set to an extremely small negative value such as -.0019, ...
If a skeletal mesh utilizing a capsule component has physics enabled to ragdoll, when the capsule is moved back to the mesh the mesh will jerk backwards towards the capsule briefly. ...
Cannot bind event dispatchers between two blueprints that share a parent class. This issue also occurs if you use the parent as a variable in the child. The bind event dispatcher seems to only take ...
Array Contains node does not recognize compatible elements after saving and restarting the editor. ...
paint layers do not take effect on all tiled layers that have a material incorporated if a user attempts to paint on them from the persistent level. ...
If a bsp brush is deleted from a level, the level has geometry built, and the user presses play then uses the "show collision" console command, the collision for the bsp wlil still appear. This does ...