default values on a Make Struct pin that has been removed are incorrect

UE - Gameplay - Blueprint - Sep 30, 2015

If a user creates a struct, uses a Make Struct node, removes a member from the struct, and then adds the value back in the value will not always be correct. ...

Crash assigning spline mesh on tiled landscape

UE - LD & Modeling - Terrain - Landscape - Jun 1, 2015

Crash assigning mesh to spline on tiled landscape. ...

Changing the Pin Type on the 'Select' node can cause errors with pins that have been split

UE - Gameplay - Blueprint - Jun 1, 2015

Changing the Pin Type on the 'Select' node can cause errors with pins that have been split. ...

Unable to Exit the 'Device Profiles' Console Variables Dialog Menu Easily

Tools - Jun 1, 2015

When adding a new variable to a new or existing 'Device Profile' it becomes difficult to close the dialog window. You are unable to click out or press the escape button once in order to close the di ...

Collision outcome is different between PIE and Mobile Preview/Packaged Project.

UE - Simulation - Physics - Mar 25, 2015

When playing the user's project in editor vs Packaged, there has been different results for the enemies collision. When playing in PIE, you are able to fly through the enemies with no issues. When p ...

Macro functions with exec pins disconnected within the macro do not show logic flowing to macro during PIE

UE - Gameplay - Blueprint - Jan 22, 2015

Macro functions with exec pins disconnected within the macro do not show logic flowing to macro during PIE ...

Sample game headers aren't set up in an extensible way

Docs - Samples - Mar 30, 2015

Our sample games all seem to use the semi-deprecated Classes folder for their headers, and many of these headers omit a #pragma once (or other header guard). This means that they don't play nicely ...

Blend weight of animations passed to notifies are incorrect

OLD - Anim - Jan 13, 2015

It's currently not possible to prevent notifies from firing by setting their TriggerWeightThreshold. When stepping into the code that fires the notifies I found that the given InstanceWeight was alw ...

On mobile devices, Audio that is trigger with a TriggerBox are playing from the beginning of the Audio Clip and not from the selected time

UE - Platform - Mobile - Jan 13, 2015

If you have a trigger box trigger an ambient audio clip when you enter the box, the audio clip will always play from the beginning even if you have the Start time starting later in the audio clip. ...

AutoReimport can kick in too early for files that are being written out continuously

UE - Editor - Content Pipeline - Import and Export - Apr 2, 2015

When exporting a large file, due to the way the auto reimporter only checks for the number of changed files has remained stable for some given threshold, it can kick in too early even though the sin ...