If a pin is added to a node and then split only one of the pins can be removed

UE - Gameplay - Blueprint - Feb 16, 2015

If a user adds a Vector+Vector node, adds a pin, Splits the new pin, and then removes a pin the option to remove the other two remaining pins is not available. ...

Incorrect axis alignment when Importing camera anims from Maya to Matinee

UE - Editor - Framework - Import and Export - Feb 14, 2015

We have trouble importing camera anims from maya to matinee. In Maya - the axis looks correct... (Z) up... but when the object arrives in UE4 the axis is wrong. The object points in the wrong direc ...

RecreateLandscapeCollision console command regenerates collision over landscape holes

UE - LD & Art - Modeling Tools - Landscape - Feb 13, 2015

Using console command 'RecreateLandscapeCollision' resets collision in areas that landscape hole materials have been placed. Workaround: paint new hole material to re-remove collision from areas w ...

Box selection in orthographic view ports with nothing previously selected will select BSP brushes even when you are not passing over edges or vertices

Tools - Feb 13, 2015

Box selection in orthographic view ports with nothing previously selected will select BSP brushes even when you are not passing over edges or vertices. The current expected behavior is that it would ...

Attaching capsule to Root component triggers VS Break on PIE

UE - Foundation - Core - Feb 13, 2015

When a capsule is attached to an actor Root Component followed by playing in editor through VS debug mode there is a breakpoint triggered in VS upon pressing PIE. Continuing through the break allow ...

Editor Drop Down Menus become out of place when moving across a small screen to a larger display

UE - Platform - Mac - Feb 13, 2015

In a Mac environment with where a MacBook Pro 15" retina display is used in combination with a larger 25" display "traditional resolution" the menus will drop down as expected on where the editor is ...

Access None with Event Hit to get Physical Material type

UE - Gameplay - Feb 13, 2015

When trying to get a hit result from physical material using a event hit node there will be a access none error caused in the log. This is the exact error presented: Error Accessed None 'CallFunc_B ...

Creating 3 player splitscreen causes viewport to go black on PIE

UE - Rendering - Feb 13, 2015

If a game is set to play with 3 player splitscreen, starting the came will cause the viewport to go completely black. Does not occur with 2/4 players. Does not occur in standalone ...

Widget class is replaced with a placeholder class when reloaded

UE - Editor - UI Systems - Feb 13, 2015

After reloading this project the widget assigned to the 3D widget will be replaced with a Class called "PLACEHOLDER-CLASS PlayerHealth" PlayerHealth is the original name of the class that is suppose ...

Categories do not save within Widget Blueprints after compiling

UE - Editor - UI Systems - Feb 13, 2015

If a variable is moved to a category outside of the default and then the user compiles the blueprint then the category will be erased and the variable will be put back in the category it was origina ...