A Blueprint containing a child actor component containing another Blueprint that derives from NavLinkProxy does not provide a nav path when a project is opened until paths are rebuilt

UE - AI - Jun 1, 2015

If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...

Move pin for touch event does not fire when simulating touch in PIE

UE - Editor - UI Systems - Apr 26, 2016

The Move pin for the touch event does not fire in PIE ...

Can Ever Affect Navigation does not detect updates to collision settings at runtime

UE - AI - Jan 27, 2016

When a mesh has its collision updated during runtime the navigation around the mesh does not update. Workaround: If the mesh is set to simulate physics then updates to its collision will update nav ...

Destructible meshes always affect navigation regardless of collision

UE - AI - Jan 27, 2016

Turning off a destructible mesh's collision will still affect navigation around the destructible mesh Note: This issue is related to [Link Removed]. The workaround for that issue does not apply he ...

[CrashReport] UE4Editor_CoreUObject!FGenericPlatformStricmp::CompatibleCharTypesStricmp<wchar_t,wchar_t>() [genericplatformstricmp.h:44]

OLD - Anim - Aug 3, 2015

Crash Reporter: [Link Removed] Access violation - code c0000005 (first/second chance not available) Characteristics of this bug: Tends to occur if an AnimBlueprint window is open with other Bluep ...

Crash when editing details of an AI Perception Component's Senses Config field

UE - Gameplay - Blueprint - Mar 2, 2016

If a custom AIController class defines an AISenseConfig_Sight pointer, creating a blueprint of this class and attempting to edit values in the drop down for the array elements causes the editor to c ...

Using GENERATED_BODY() instead of GENERATED_UINTERFACE_BODY() in an Interface code class results in a UHT crash when trying to build the project.

UE - Foundation - Core - Mar 3, 2015

Replacing GENERATED_UINTERFACE_BODY() with GENERATED_BODY() in 4.7.0 or above results in an Unreal Header Tool crash and build failure in Visual Studio. This was working in 4.6.1, but when tested i ...

UHT will fail to build a project that contains a BlueprintPure UFUNCTION that returns an ENetMode value.

UE - Foundation - Core - Aug 5, 2015

Marking a function as BlueprintPure will result in a UHT build failure in Visual Studio if the function returns an ENetMode value. The ENetMode enum is not marked as a UENUM(), causing the build to ...

Projects with "TargetPlatform" set as a dependency cannot be packaged to Windows 64-bit if the project is made using the binary version of the Editor..

UE - Foundation - Core - Apr 10, 2015

Including "TargetPlatform" as a private dependency of a code project created using the binary version of the Engine prevents the Editor from being able to package the project for Win64. Removing the ...

Double-Clicking a Camera in the World Outliner Changes Its Position

Tools - Sep 29, 2015

When you double-click on a camera in the world outliner to snap to its location, it instead moves the camera from its original position. Found in 4.9.1 binary. Could not reproduce in 4.8.3, this i ...