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