Adding a Blueprinted custom StaticMeshComponent to a Blueprint results in an Ensure being triggered.

UE - Gameplay - Components - Aug 24, 2015

If a Blueprint is made from a custom Blueprintable StaticMeshComponent, and that Blueprint is added as a component to another Blueprint, an Ensure is triggered. No Ensure occurs if the custom nativ ...

Particle Event Receiver Spawn Ignores Emitter Being Disabled At Runtime

UE - Graphics Features - Nov 14, 2016

The particle module "Event Receiver Spawn" seems to ignore whether the emitter containing it changes from either disabled to enabled or vice a versa at run time. I also noticed that disabling the ...

Setting child actor component offset breaks child component variables set in parent constructor

UE - Gameplay - Blueprint - Sep 6, 2016

If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...

TArray marked as Instanced in a component class cannot be edited per instance

UE - Gameplay - Blueprint - Oct 11, 2016

If a TArray declared in a component class has the UPROPERTY specifier "Instanced", then attempts to edit an instance of the array in the editor viewport after adding the component to a blueprint doe ...

Comments with line wrap cannot be edited within the Blueprint Editor

UE - Gameplay - Blueprint - Jun 25, 2015

Any comment over the allowed number of letters in a line cannot be seen therefore, cannot be edited. ...

Including "meta = (WorldContext = "WorldContextObject")" as a specifier in a Blueprint Function Library results in the function not being available in Object Blueprints if a parameter passed into the function is a UObject named WorldContextObject

UE - Gameplay - Blueprint - May 15, 2015

If a function in a custom code Blueprint Function Library class contains meta = (WorldContext = "WorldContextObject") as a specifier, that function does not appear in context searches in a UObject B ...

Keep Simulation Changes Not Saving Values After Physics Simulation

UE - Gameplay - Blueprint - Oct 1, 2015

Simulating your level and then attempting to use the Keep Simulation Changes option on an actor that has simulated physics gives the No Properties Copied error. Occurs in 4.9.2 binary and Main CL ...

Code function with delay enters a loop when called from BPs

UE - Gameplay - Blueprint - Oct 19, 2015

If a code function is written with a delay that doesn't take any arguments, calling the function from blueprints causes the blueprint to get stuck in a loop and not continue to the next BP node. ...

Unable to reparent component blueprint to custom class based on ActorComponent

UE - Gameplay - Blueprint - Jan 6, 2016

After creating a component blueprint (tested with SceneComponent / ActorComponent) the blueprint cannot be reparented to a custom classed inherited from ActorComponent. This seems inconsistent sinc ...

Make Bitmask node returns incorrect value when using custom Enum

UE - Gameplay - Blueprint - Jul 5, 2016

When a custom enum is used as the Bitmask Enum of a Make Bitmask node, the value returned does not match the expected value ...