Renaming function in parent class that is overridden by child causes an ensure

UE - Gameplay - Blueprint - Aug 5, 2016

Extremely similar repro to [Link Removed], except in this case the parent function has no parameters or return values. Also encountered a one-off crash while exploring repro methods, but was unabl ...

Ensure triggered upon improper math expression

UE - Gameplay - Blueprint - Aug 4, 2016

An ensure is triggered upon entering an improper math expression. ...

Certain UPROPERTY values are not updated during auto-recompile

UE - Gameplay - Blueprint - Aug 4, 2016

Sometimes manual recompile is required to make a blueprint actually recompile data-only changes, but not always. If the last manual compile was with default values, then changes are not updated. If ...

Update Source button does not update the PoseAsset in Persona

OLD - Anim - Aug 4, 2016

Update Source button is not updating the PoseAsset that was created from the animation sequence. ...

Dragging a custom event node to event graph that is bound via output pin to an event dispatcher crashes editor

UE - Gameplay - Blueprint - Aug 3, 2016

Editor crashes if a custom event function is called after a custom event has been bound to an event dispatcher. However, this only occurs if the event binding occurs from an event delegate by ref ou ...

User's project crashes when changing levels in a packaged game

UE - Simulation - Physics - Aug 2, 2016

User's project crashes when changing levels in a packaged game. ...

HTML5 cannot package on Windows 10

UE - Platform - Mobile - Jul 29, 2016

HTML5 is not packaging or launching onto browsers in 4.12.5 on Win10 machines. ...

"Directions are not compatible" when using Blueprint node with meta = ( ExpandEnumAsExecs = "Branches" ) in only Animation Blueprint.

UE - Gameplay - Jul 28, 2016

When using a custom Blueprint node with the meta tag, "ExpandEnumAsExects" Animation Blueprints get "Directions are not compatible" while other Blueprint classes are able to compile the same node. ...

Execute while paused input action mappings do not execute when console command pause used

UE - Gameplay - Input - Jul 28, 2016

"Execute while paused" input action mappings do not trigger when using the pause console command. Workaround Use the "Set Game Paused" node, which works as expected. Regression (no) issue (does ...

Force Feedback not pausing correctly during bGamePaused

UE - Gameplay - Jul 26, 2016

From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vi ...