Docking tabs to the main viewport will hide other viewports that are not docked

UE - Editor - UI Systems - Slate - Mar 3, 2015

If any tabs are undocked from the main viewport and another tab is then docked to the main viewport it will hide any undocked tabs. This only appears to affect tabs that in the Menu > Window with ex ...

Hidden enumerator variables can cause the enumerator to become broken with the Select node in blueprints

UE - Gameplay - Blueprint - May 26, 2015

If a user makes an enumerator in C++ and sets one of the variables to Hidden and doesn't make it the last variable of the enum, it will cause issues with the numbering of the enum when using the Sel ...

A static object using 'Complex as simple' collision will not collide with a dynamic object that is simulating physics

UE - Simulation - Physics - May 20, 2015

If a static object has 'Use Complex collision as simple' set as its collision type, it'll collide with a player but will not collide with objects that are dynamically simulating physics. ...

Visual Studio is required to create a new Blueprint script component

Tools - May 26, 2015

If a user does not have visual studio installed, they are not able to create new Blueprint script components and are given the error message "No compiler was found. In order to use C++ code, you mus ...

Analog Input does not work for network clients (AddMovementInput scale values other than 0 and 1 do not replicate for clients)

UE - Gameplay - Jun 26, 2015

If a value other than 0 or 1 (Ex. 0.1) is put into the 'Scale Value' parameter for the Add Movement Input node, any clients will respond as if the value is 1. User claims this worked in 4.6. ...

Moving Editor tabs causes them to jump around the screen on Linux

UE - Platform - Linux - Sep 15, 2015

Dragging an editor tab around (blueprints, material, content browser, etc.) causes the tab to jump around the screen. EDIT: Attempting to wire blueprint and material editor wires produce the same e ...

Editor crash when spawning/cloning a static mesh actor

UE - Gameplay - Sep 10, 2015

Setting a FActorSpawnParameters' variable's Template to "this" and then spawning an instance of the static mesh actor using the parameter causes the editor to crash. ...

Using a Wait Delay node on Linux causes editor to immediately close without crashing

UE - Platform - Linux - Sep 14, 2015

If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...

Auto-generating multiple levels at once crashes the editor

Creating multiple levels at one time will cause the editor to freeze and lock up and may lead to an "out of memory" crash in the editor. ...

Serialization to archive corrupts data

UE - Foundation - Core - Nov 16, 2015

Values stored inside variables becomes corrupted after creating an FBufferArchive variable (FBufferVar), setting FBufferVar.ArForceByteSwapping = true; and then storing the original value in FBuffer ...