If a "Destroy Component" has a target of self within a blueprint component, the "Destroy Component" node will not trigger. ...
Landscapes do not consistently return "hit" on traces. Lots of AH posts on this topic, and votes on public tracker: [Link Removed] ...
Collapse to Function creates a ReturnNode that cannot be deleted. When creating a new Function, the ReturnNode is not mandated like this, so this seems inconsistent. Included is a screenshot of thi ...
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 ...
Licensee requests the GenerateOverlapEvents flag be exposed for landscape similar to how it is for staticmeshes. ...
In a State Machine, deleting a state and hitting undo causes any transitions that were attached to that state to become broken. They appear as the circular transition node icons, but aren't connect ...
Data entry field for blueprint Array Add is uneditable until the Add is copy and pasted, this also occurs if you add an array via right click Array and then link a variable to the array ...
Lighting is unbuilt in all levels in Content Examples. Multiple warnings appear in the log "Discarding cached lighting data which will cause lighting to be unbuilt" LogStaticMesh:Warning: Cached co ...
In the sample project provided on UDN, the server changes a bitfield value but the change fails to replicate to the client. ...
If the user turns down the Resolution scale, plays in editor, and then ejects from the currently controlled pawn The actors in the scene will be hard to click on because they appear to be offset fro ...