Possession acts differently depending on whether or not "Run as dedicated server" is checked if newly possessed pawn is spawned just before possession

UE - Gameplay - Mar 31, 2015

If a player on a dedicated server attempts to possess a feshly spawned pawn, the blueprint must have an unpossess node just before the possess node to be able to possess the pawn. This is not the ca ...

SetActorLabel resets components when run outside main editor process

Tools - Mar 30, 2015

Calling SetActorLabel causes an actor's components to return to default states when called from a client accessing a listen server outside of main editor process. Note: User posted code linked to ...

Project Launcher Back Icon Disappears when 'Use Small Toolbar Icons' is Enabled

Tools - Mar 31, 2015

With 'Use Small Toolbar Icons' checked in the 'Editor Preferences', the 'Back' button within the 'Project Launcher' disappears. The expected would for the button to get smaller and not vanish entir ...

Particle Sprites Location jumps when Engine delta time stutters

UE - Graphics Features - Feb 11, 2015

Particle Sprites will jump forward in level when engine delta time stutters due to a instant pushed rendering queue. [Link Removed] ...

Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback

UE - Audio - Aug 2, 2016

Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, we need to return an empty buffer if the procedural sound wave doesn't ...

Windows Package for Linux fails missing CrashReportClient-Linux-Shipping.target receipt

UE - Foundation - Build - Rocket (Installed Engine) - Aug 4, 2016

Packaging a Blueprint project from Windows Binary for Linux fails with the following error: UATHelper: Packaging (Linux): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTo ...

Project Crashes on Open when Implementing An Interface and Its Duplicate

UE - Gameplay - Blueprint - Apr 25, 2016

The linked project crashes on open after attempting to implement an interface and a duplicate of that same interface with different function names. This has not been reproduced in a clean project, h ...

Static Bool Parameters not Visible on Material Instances by Default when passed through a Quality Switch Node

UE - Graphics Features - May 4, 2016

When feeding a 'Static Bool Parameter' through a 'Quality Switch' node within the material editor, the material instance for said parameter does not appear until the 'Params' button is enabled. If ...

Deleted custom event restricts name use on other fucntions/variables

UE - Gameplay - Blueprint - Jun 17, 2015

If a custom event has been deleted, the name used on that custom event will not be able to be used on other functions/variables. This can be seen on the video posted here; [Link Removed] ...

Adding special characters into the BundleDisplayName or BundleName causes packaging error

UE - Platform - Mobile - Mar 3, 2016

Packaging a project for iOS that has & in the Bundle Name causes an error to occur during packaging. IPP ERROR: Application exception: System.Xml.XmlException: An error occurred while parsing Entit ...