PHAT body collision is shown as smaller when looking at it in the main editor viewport.

UE - Simulation - Physics - Jan 19, 2016

When a physics asset is set up for a Skeletal Mesh, the physics bodies are still visible in the main editor when using Show Collision (alt+C) but are extremely small. They are still oriented along t ...

Passing array from blueprint to C++ causes performance drop

UE - Gameplay - Blueprint - Sep 8, 2015

Passing a blueprint array as an argument to a C++ function causes a spike in Frame rate, game and GPU. This spike is noticeable when using UnitGraph. Attached screenshots show difference in UnitGr ...

Custom Events with Default parameter names causes an internal compile error

UE - Gameplay - Blueprint - Nov 2, 2016

Custom Events with Default parameter names causes an internal compile error User Description: I'm not sure if it's a bug,but I post it in bug reports in case it is.Here is the problem: create a c ...

Variables named PlayerCamera are replaced with PlayerCameraManager in PlayerController BPs

UE - Gameplay - Blueprint - Mar 19, 2015

Variables named PlayerCamera are being automatically replaced with references to PlayerCameraManager in Player Controller Blueprints. Occurs when you copy+paste a reference (both get and set) to Pl ...

Groups Selected in Viewport Are Not Selected in World Outliner Causing Unexpected Results

Tools - Jan 14, 2016

Selecting objects that are grouped together in the viewport will not highlight the group actor in the World Outliner. One known result of this is, after selecting the group in the viewport, right-cl ...

Reflection Captures when used with levels do not pass color of the reflection

UE - Graphics Features - Mar 7, 2015

When using a box or sphere reflection capture with a map that has level setup can result in the reflection capture losing any color values. The reflection will still show but now be block where when ...

Hidden Comment Bubble is Partially Covering/Blocking Top of Node

UE - Gameplay - Blueprint - Sep 18, 2015

"The problem here is that the comment bubble, when hidden, is covering up the top of the node.​​" This causes the user to have to drag a connector to the very bottom of the input in order to make a ...

Overriding functions from a parent class then creating a child class creates two copies of the function in the child class.

UE - Gameplay - Blueprint - Jan 14, 2015

When a child blueprint is created from a child of another blueprint that has overridden a function of the original parent blueprint, the child of the child will have two copies of the function. ...

Lens Flare and Bloom do not work for local multiplayer

UE - Graphics Features - Jan 22, 2015

Using a post process volume with lens flare and a bloom enabled do not appear functional in split-screen multiplayer. Other selections in the PPV work as intended (ie. Fringe, Ambient occlusion). ...