Struct Default Values not registering in user generated structs

UE - Gameplay - Blueprint - Jun 15, 2016

Arrays of structs do not register default values when the array is resized. Regression (no) issue (does) occur in 4.11.2 ...

Save on Compile "On Success Only" Does not save on Successful Compiles with Warnings

UE - Gameplay - Blueprint - Aug 6, 2015

The option to save on Compile "On Success Only" does not save on successful compiles that contain warnings. If this is intended, then to avoid confusion, the tool tip should specifiy that "Blueprin ...

Cannot watch values inside of a function in blueprints

UE - Gameplay - Blueprint - Sep 8, 2015

Values are never considered in scope when a variable is watched within a custom function, even though "watch this value" is available for use. ...

Delete Unused Variables Does Not Remove Local Variables

UE - Gameplay - Blueprint - Oct 13, 2015

Using the Delete Unused Variables option under the Edit tab of a blueprint does not remove local variables. Instead, it displays a "All variables are in use" error. Occurs in 4.9.2 and 4.8.3 binar ...

Setting bNotConnectable does not prevent the pin from being promoted to a variable

UE - Gameplay - Blueprint - Dec 14, 2015

When using bNotConnectable to prevent a blueprint pin from connecting to other pins, it is still possible to right click on the pin and choose the "Promote to Variable" option. Doing so will add a ...

When calling Events in Blueprints recursive, the parameter of the Event appears to be incorrect after returning the recursion

UE - Gameplay - Blueprint - Jan 15, 2016

In the image that is attached the print string should only print out once but it instead prints out twice. ...

While a Custom Event's delegate pin is connected to anything its details are not visible in the Details panel

UE - Gameplay - Blueprint - Oct 27, 2015

While a Custom Event's delegate pin is connected to anything its details are not visible in the Details panel. Tested with an empty reroute node as noted below as well as a Set Timer node. Reproduc ...

Components added through blueprints behave differently than components added in the level

UE - Gameplay - Blueprint - Jan 18, 2016

Adding a component directly to a blueprint does not behave the same as a component added directly to a class/BP instance. Example: Calling AddRelativeRotation() on a mesh that is added directly to ...

Disabling Auto Recompile Blueprint will cause a warning even if all blueprints are compiled

UE - Gameplay - Blueprint - Apr 6, 2016

The user still gets the warning that the user need to recompile blueprints (even though none exist) when auto recompile blueprints is turned off. ...

Undoing In Blueprint Editor Clears Component Selection

UE - Gameplay - Blueprint - Apr 25, 2016

When editing a value in the details panel of a component, if you attempt to undo the changes, the component is no longer selected. The value gets undone as expected, but it is unexpected that the co ...