Attaching a Skeletal Mesh by setting it's Parent Socket causes the mesh to be offset and rotated

UE - Gameplay - Oct 9, 2015

Attaching a Skeletal Mesh by setting it's Parent Socket causes the mesh to be offset and rotated User Description: I still need to test using the BP you recommended. I tried again using the charac ...

Margin Variable cannot be edited while collapsed within a data table

Tools - Feb 4, 2016

If a struct has a variable of type Margin and a data table is created based on the struct, the Margin variable will not be editable while collapsed within the data table. ...

Spawn actor does not recognize changes to string/name variables

UE - Gameplay - Blueprint - Aug 28, 2015

Spawn Actor from Class does not accept new values to exposed variables that are altered upon spawn. ...

Skel/Vert/Surf Module is spawning sprites at emitter origin

UE - Graphics Features - Nov 7, 2014

Even after assigning associated bones and mesh to the module, the emitter is spawning a number of sprites at the emitter origin. See Picture Attached This may be related to an earlier reported iss ...

The DefaultSceneRoot's tooltip claims adding a new scene component will automatically replace it as the new root, but this is no longer true

UE - Gameplay - Components - Jun 24, 2015

The DefaultSceneRoot's tooltip claims, "Adding a new scene component will automatically replace it as the new root", but this is no longer true in 4.8 and 4.9. Instead, the DefaultSceneRoot remains ...

TAssetPtrs are not properly fixed up in client PIE instances

Tools - Aug 18, 2015

Contrary to the linked UDN question, this doesn't seem to require the actor to be replicated. The problem is that when UWorld::DuplicateWorldForPIE is called for a PIE client instance's persistent ...

AI characters with Navigation Invokers that are spawned during Play do not generate a nav mesh around them if Runtime Generation is set to Dynamic Modifiers Only

UE - AI - Sep 17, 2015

With Generate Navigation Only Around Navigation Invokers enabled and Runtime Generation set to Dynamic Modifiers Only, AI characters with Navigation Invokers do not generate a nav mesh around them i ...

Wireframe persists Switching from 'Quad Overdraw' to 'Stationary Light Overlap' Visualizers

Tools - Aug 22, 2016

When switching from 'Quad Overdraw' to 'Stationary Light Overlap' in the Optimizations view mode visualizers, the wireframe generated in the overdraw visualizer persists into the overlap visualizer. ...

Sounds not obeying Audio Volume Ambient Zone Settings

UE - Audio - Aug 31, 2016

Exterior Ambient Zone Settings are ignored by sounds played that are placed within the Audio Volume. As the documentation suggests, Ambient Zones define how Sound Actors located inside the associat ...

User defined struct array resets to defaults in blueprint after updating the struct

UE - Gameplay - Blueprint - Sep 9, 2016

If a blueprint contains an array of a User defined struct type, Adding a variable to the struct or changing the default values of the struct cause the associated blueprint to become dirty. Compilin ...