Input pin disappears if split on GetScreenSpacePosition node

UE - Gameplay - Blueprint - Jun 16, 2015

If the input pin of a GetScreenSpacePosition node is right clicked and then the user presses "split struct pin", the pin will disappear. Workaround: Press refresh node in RMB context menu. ...

Adjusting transform of a mesh with LODs causes LODs to flicker

UE - World Creation - Worldbuilding Tools - Foliage - Jun 3, 2015

If a hierarchical instanced static mesh has LODs and is scaled in a blueprint, the mesh will rapidly switch between LODs, causing a flickering effect. Note: This only seems to occur if the camera ...

Lighting does not properly affect landscapes under another landscape, even if Static Lighting Resolution is increased

UE - LD & Modeling - Terrain - Landscape - Apr 29, 2015

Lighting does not properly affect landscapes that are below another landscape, even after static lighting resolution is increased. This results in some areas that should be completely shadowed to ha ...

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 ...

Destroy Component inside of a actor blueprint component does not trigger if target is "self"

UE - Gameplay - Blueprint - Mar 18, 2015

If a "Destroy Component" has a target of self within a blueprint component, the "Destroy Component" node will not trigger. ...

Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone

UE - Gameplay - Blueprint - May 15, 2015

Getting a TextBlock variable from the Return Value of a Create Widget node inside a Player Controller will cancel all the nodes before it in Standalone. Does not occur in other PIE modes, and does n ...

Copying and pasting a component inside of an actor blueprint that has be duplicated and then added to the scene will prevent saving

UE - Gameplay - Blueprint - Mar 18, 2015

If a user copies and pastes a component that is inside of an actor blueprint that has been duplicated and then the user adds this new actor blueprint to the scene it will prevent the user from being ...

Scroll Bars for Certain Editor Windows are Reversed when using Trackpad on Mac

UE - Platform - Apple - Mar 25, 2015

Certain scroll bars within the Editor while on a Mac have their directions reversed. i.e. The 'World Outliner', the 'Details' panel within a 'Blueprint.' The suggested workaround I gave to the user ...

Multithreading Race Condition Crash with Anim Montages

OLD - Anim - Apr 2, 2015

Basically, the problem is that the Main Thread is able to run AActor::Tick() (including Blueprint Tick Events) at the same time that the animation system is running functions such as UAnimInstance:: ...

Binding a tool tip in UMG to a text variable will not work unless the tool tip already has a default value

UE - Editor - UI Systems - Apr 3, 2015

A tool tip that has been given a binding will not show up unless the tool tip has been given a default value. ...