Collapsed Nodes do not have execution pins highlight during use

Gameplay - Blueprint - Jan 16, 2015

When nodes are collapsed in editor, the execution pins to the nodes do not light up to show their use. ...

Editor Crashes when copying/pasting a custom event function that was within a separate function to an event graph if the custom event was created in another blueprint

Gameplay - Blueprint - Jan 16, 2015

Editor crashes when a custom event node is called as a function within a different blueprint in a separate function, then copied and pasted into the event graph of the second blueprint, the executio ...

Attempting to open a certain blueprint (NewPickup) crashes project

Gameplay - Blueprint - Jan 16, 2015

Acquired a blueprint from a user cannot open it. It crashes project when opening the blueprint "NewPickup" ...

Using Execute Console Command in a custom Game Instance causes Standalone Game to crash

Gameplay - Blueprint - Jan 15, 2015

Using Execute Console Command in a custom Game Instance causes Standalone Game to crash. Also occurs in 4.6.1: CL-2386410 and 4.7 Preview: CL-2403078 Crash Report: [Link Removed] Call Stack:UE4Ed ...

Hot Reload does not update blueprint pins

Gameplay - Blueprint - Jan 15, 2015

When changing the variable type or return type of a function in code and hot reload in the editor, blueprints that use the variable/function do not have their pins updated until the editor is closed ...

Collapse to Function creates a return node that cannot be deleted

Gameplay - Blueprint - Jan 15, 2015

Collapse to Function creates a ReturnNode that cannot be deleted. When creating a new Function, the ReturnNode is not mandated like this, so this seems inconsistent. Included is a screenshot of thi ...

Blueprint Break on Exceptions does not work with Accessed None errors

Gameplay - Blueprint - Jan 14, 2015

The experimental feature Blueprint Break on Exceptions does not work with Accessed None errors. To test, create an actor variable in a blueprint and use it as an input to a function without having s ...

Overriding functions from a parent class then creating a child class creates two copies of the function in the child class.

Gameplay - Blueprint - Jan 14, 2015

When a child blueprint is created from a child of another blueprint that has overridden a function of the original parent blueprint, the child of the child will have two copies of the function. ...

Split Struct Pin on a Function output will return a compiler error

Gameplay - Blueprint - Jan 13, 2015

Split Struct Pin on a Function output will return a compiler error: Error Pin New Param 1 X named NewParam1_X doesn't match any parameters of function NewFunction_0 Error Pin New Param 1 Z name ...

Timeline tracks can be given the same name as existing execution inputs, and renaming them and compiling will cause a crash

Gameplay - Blueprint - Jan 13, 2015

Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...