Altering interface outputs/inputs causes compile errors on blueprints calling interface

UE - Gameplay - Blueprint - Sep 4, 2015

If an interface is called in a blueprint and then altered, the blueprint will receive a compile error until the interface is removed and re-implemented. ...

UMG Textblock with no font drops FPS by ~30

UE - Editor - UI Systems - Feb 21, 2015

FPS drops in PIE when a widget is called that has text with no font selected. ...

Pressing Play/Simulate on Window without Focus does not Function on Mac

UE - Platform - Apple - Jun 2, 2015

If a user attempts to 'PIE' within a window that does not currently have focus, the 'PIE' will not execute. The user provided a video on his answerhub post which illustrates the issue clearly. In ...

Pawn Sensing Component is not registering sound data within hearing radius

UE - AI - Oct 30, 2014

While using a pawn sensing component in an actor, the actor will not respond to sound data that is within the radius of its hearing threshhold/LOS hearing threshold. Additional notes: This was a ...

Using the ServerTravel console command with a physics vehicle present will trigger an assert.

UE - Simulation - Physics - Nov 25, 2014

Using the ServerTravel console command to switch to a different level while a physics vehicle is in the current level will trigger an assert. ...

Alpha channel should not be weighted when using "masks (no sRGB)" texture compression setting

UE - Graphics Features - Nov 11, 2015

When attempting to import a texture that has a non-opaque alpha content and compressing using the "masks (no sRGB)" texture compression setting, pixels that are in the alpha channel are being weight ...

OnComponentEndOverlap and GetOverlappingActors are not in sync

UE - Gameplay - Dec 23, 2014

GetOverlappingActors will return a value when used immediately after OnComponentEndOverlap. Putting a delay after the OnComponentEndOverlap call will result in GetOverlappingActors to return null, s ...

A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone

UE - Gameplay - Blueprint - Sep 9, 2015

A Blueprint that references a macro from a macro library cannot be saved if the macro is deleted and then the deletion is undone. The following error is given: Can't save ../../../../../../UnrealEn ...

uv scale of materials on hollow BSP does not persist after building geometry

UE - LD & Modeling - Modeling Tools - BSP - Mar 5, 2015

When creating a level with BSPs UV settings that are applied do not persist after building. Regression: Yes Working: CL-2386410 Broken: CL-2467323 ...

A Blueprint created from Actors in the level does not preserve the relationship (hierarchy and transforms) of both components

UE - Gameplay - Blueprint - Aug 11, 2015

A Blueprint created from Actors in the level does not preserve the relationship (hierarchy and transforms) of both components. Reproduced in 4.8.3 binary, 4.9 Release (//depot/UE4-Releases/4.9/Prom ...