BSPs do not update when converted to blocking volumes

UE - LD & Modeling - Modeling Tools - BSP - Oct 21, 2015

If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...

Contains array does not recognize compatible elements after reopening editor

UE - Gameplay - Blueprint - Jul 1, 2015

Array Contains node does not recognize compatible elements after saving and restarting the editor. ...

Input pin disappears if split on GetScreenSpacePosition node

UE - Gameplay - Blueprint - Jun 16, 2015

If the input pin of a GetScreenSpacePosition node is right clicked and then the user presses "split struct pin", the pin will disappear. Workaround: Press refresh node in RMB context menu. ...

Standalone Game does not recognize actor blueprints with "Simulate Physics" active

UE - Simulation - Physics - Apr 16, 2015

If a blueprint has "Simulate Physics" active on a component, it will not render when running standalone game. ...

PIE with Auto Recompile Blueprints disabled generates an error message asking to compile PROTO_BP Blueprints

UE - Gameplay - Blueprint - Mar 17, 2015

PIE with Auto Recompile Blueprints disabled generates an error message asking to compile PROTO_BP_Blueprint_0 and PROTO_BP_AnimBlueprint_0. Clicking Yes compiles, but any attempt to PIE thereafter g ...

Media Player Asset not Playing in Packaged Game

Media Framework - Jun 22, 2016

Media asset fails to play in packaged game. There was a bug entered [Link Removed] which is similar, but dealt with standalone play mode as well. The standalone issue seems to have been fixed since ...

Print String does not print to the viewport screen from the Construction Script

UE - Gameplay - Blueprint - Aug 11, 2015

Print String does not print to the viewport screen from the Construction Script, even if Print to Screen is enabled in the Print String node. Reproduced in 4.7.6 binary, 4.9 Preview 3, and Main (/ ...

Crash when re-importing alembic cache file several times

UE - Graphics Features - Aug 3, 2016

This didn't seem to have any relation to settings used within the importer, but just in case, I was using Static Mesh Import Type, Per Frame Sampling Type, Merge Meshes and Propagate Matrix Transfor ...

Cannot set GenerateOverlapEvents flag on Landscape

UE - LD & Modeling - Terrain - Landscape - Feb 4, 2015

Licensee requests the GenerateOverlapEvents flag be exposed for landscape similar to how it is for staticmeshes. ...

SyncGroups Do Not Function between BlendSpaces when Blend Time is 0

OLD - Anim - Sep 22, 2015

SyncGroups Do Not Function between BlendSpaces when Blend Time is se to "0." *It is quesitonable SyncGroups function between BlendSpaces regardless of what the blend time is set to, but especially ...