F9 Causes the screen to mostly black out and become unresponsive

UE - Editor - UI Systems - Apr 28, 2015

The screen may turn black if the user attempts to resize the window, the window may not update fully causing a clipping graph look (see attached image) and the user cannot stop simulating without cl ...

The first widget in a widget blueprints hierarchy does not have a parent

UE - Editor - UI Systems - Apr 23, 2015

The widgets that are the children of the "Root" of the hierarchy of a widget blueprint return null as their parents. The expected parent would be the widget itself. ...

VR Preview causes the editor to freeze on Mac

UE - Platform - XR - Apr 21, 2015

When trying to use the VR preview with the oculus rift for a Mac the editor freezes up and has to be shut down. ...

EventOnMouseLeave Is firing off when it should not

UE - Editor - UI Systems - Apr 13, 2015

If the user clicks on the spin box that has an On Mouse Leave event and then drags the mouse around the leave event will fire off as if the mouse position is still being updated to the screen (the m ...

Actor loses initial values when packaging for windows

UE - Gameplay - Blueprint - Apr 9, 2015

A user is experiencing a loss of information from an actor in the packaged version of the game that they are working on. The Child is set to true in the editor and the parent is set to false. When t ...

"Set Global Time dilation" node dose not work on mobile (iPhone 5c)

UE - Platform - Mobile - Mar 9, 2015

The "Set Global time dilation" node does not have an effect when being applied on the mobile platform iPhone 5c. ...

Upgrading to from 4.6 to 4.7 can cause assets to not be fully loaded in

UE - Gameplay - Blueprint - Mar 8, 2015

A user has upgraded their project from 4.6.1 to 4.7.2 and now one of their assets is partially loaded. After a bit of digging I found an error in the event graph of the ShadowHerosHUD. The nodes are ...

When two blueprints make references to each other (The references don't need to be related) the blueprints uncompile each other

UE - Gameplay - Blueprint - Mar 9, 2015

When two blueprints request information from one another it causes the blueprints to need to be compiled and when one is compiled the other is uncompiled (dirtied). In the example given the informat ...

Key frames from widget animations are not removed from the timeline when a widget is deleted

UE - Editor - UI Systems - Mar 5, 2015

If the user creates a widget and adds an animation for this widget and then deletes the widget the key frames will not be removed from the animation timeline. ...

Editor no longer saves the layout through the editor menu

Tools - Apr 8, 2015

If you re-position the editor windows and hit save layout, the layout is not saved. ...