Key frames from widget animations are not removed from the timeline when a widget is deleted

Tools - UMG - Mar 5, 2015

If the user creates a widget and adds an animation for this widget and then deletes the widget the key frames will not be removed from the animation timeline. ...

T_Cobblestone_Rough_N has incorrect Compression Settings

Docs - Samples - Mar 5, 2015

T_Cobblestone_Rough_N is incorrectly set to TC_Default not TC_NormalMap ...

Crash when clicking on a "Two Bone IK" node

Gameplay - Blueprint - Mar 5, 2015

Crash when clicking on a "Two Bone IK" node in an Animation Blueprint Crash Reporter currently down, see callstack section. Log and dmp are attached ...

uv scale of materials on hollow BSP does not persist after building geometry

Tools - BSP - Mar 5, 2015

When creating a level with BSPs UV settings that are applied do not persist after building. Regression: Yes Working: CL-2386410 Broken: CL-2467323 ...

Placing a ' - ' in theproject name will cause the Android build to fail

Platform - Mobile - Mar 5, 2015

Android Build will fail if there is a hyphen in the Android Package Name. The user points out that this may be because of how Java works. I have attached my build failed logs. ...

Packaging for shipping on Android with 'for distribution' checked will cause the build to fail

Platform - Mobile - Mar 5, 2015

When you attempt to package a project for shipping with 'For Distribution' enabled, the build will fail for mobile. ...

Correct Morph Targets animate in PIE, but not in Standalone Game

Anim - Mar 5, 2015

Wrong morph targets are animating in standalone game, but the right ones play in PIE See the Additional Info URL for the user's description (and youtube video) Here is the project: [Link Removed] ...

Changing the name of an Event Dispatcher's Input will not update existing nodes in Event Graphs and cause a compiler error

Gameplay - Blueprint - Mar 5, 2015

Changing the name of an Event Dispatcher's Input will not update existing nodes in Event Graphs and cause a compiler error. The error text includes links that open the level tab rather than locating ...

Custom Component class does not show up in Add Component list

Gameplay - Blueprint - Mar 5, 2015

Creating a code component class and marking the UCLASS() macro with meta=(BlueprintSpawnableComponent) does not allow the component to be used inside blueprints. Workaround: Adding ClassGroup=( [Gr ...

"DefaultToSelf" pin ignores parameter type

Gameplay - Blueprint - Mar 5, 2015

A user reported an issue resulting in a crash with callstack pasted below. After a brief investigation I've found that user was able to successfully compile a blueprint where a function taking an ...