Static code functions cause associated blueprints to not compile after a hot reload

UE - Foundation - Cpp Tools - Hot Reload - Oct 14, 2016

If a function inside a BlueprintFunctionLibrary class is declared as static, instances of the function node inside blueprints cause the blueprint to not save after a hot reload. This does not affec ...

Blueprint Viewport Not Updating When Destructible Mesh Component is Assigned a Mesh

UE - Simulation - Physics - Destruction - Apr 18, 2016

When you add a Destructible Mesh to a Destructible Mesh Component inside of a blueprint, the viewport is not updated with the new mesh. If you add the blueprint to the level and then open the bluepr ...

Shooter Team Start's "Spawn Team" and "Not For Bots/Players" Options Not Working

Docs - Samples - Feb 25, 2016

When using a Shooter Team Start to set up team spawns in Shooter Game, enabling the Not for Bots, Not for Players, or the Spawn Team options don't seem to have an effect, as both the players and bot ...

Vignette in stereoscopic looks incorrect, entire frame as opposed to each eye

UE - Platform - XR - Apr 6, 2016

Vignette seems to be being applied to the entire frame instead of each eye in stereoscopic, creating a really strange effect in your peripherals when viewed through a HMD. Can also see this effect i ...

Get World Delta Seconds Not Pausing When Hitting a Breakpoint

UE - Gameplay - Blueprint - Feb 11, 2016

When debugging a blueprint using breakpoints, if you click the Resume button while you have Get World Delta Seconds running on tick, it will always return a maximum clamped value of .4 seconds (or l ...

Move Directly Toward Not Working Without NavMesh

UE - AI - May 18, 2016

The Move Directly Toward task does not seem to be working without a Nav Mesh in the level. Based on the tooltip "moves directly to the target without regard to any navigation system", it is expected ...

Garbage Collection Causing Noticeable Hitches

UE - Foundation - Core - Apr 11, 2016

Garbage Collection is causing noticeable hitches on whatever interval it is run on. This is noticeable in the UE4 Profiler, as you will see a spike every X amount of seconds, depending on how often ...

Attached Project Crashes When Moving Child Actor Components in Blueprints

UE - Gameplay - Blueprint - May 3, 2016

The editor crashes when moving a child actor component in the blueprint viewport. This has not been reproduced in a clean project, and only seems to be occurring in the user project where they have ...

Editor crash when enabling Distance Field AO Visualization in the Forward Renderer

UE - Graphics Features - Jan 9, 2017

When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash. This only affects the Forward Render and works ...

Black artifacts when navigating viewport

UE - Graphics Features - Apr 18, 2017

When navigating the viewport, placed actors can leave a "black shadow" as the camera viewpoint changes. The artifacting remains until "Game view" or wireframe mode is activated. This only occurs i ...