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 ...

Low fps on Linux when tooltip window appears

UE - Platform - Linux - Jan 14, 2016

Hovering the mouse over an asset/menu option that produces a tooltip window, the fps will drop while the tooltip is visible. Reported using Mint Cinnamon 17.3 Internal machine uses Ubuntu 15.10 and ...

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 ...

[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 ...

Wildcard Array in Macro Causes Error Message to Appear

UE - Gameplay - Blueprint - Nov 9, 2015

Creating a Macro with a Wildcard Array and then using that macro to accept an array as input and attempting to get the first element causes an error to appear in the output log. In the AnswerHub u ...