Naming an Event Dispatcher the Same as an Overridable Function Corrupts the Event Dispatcher

UE - Gameplay - Blueprint - Oct 21, 2015

Creating an event dispatcher in a widget blueprint with the name OnDrop, which is already an existing overridable function, causes the event dispatcher to become corrupted and prevents it from being ...

Static Lighting from a nested Blueprint is not saved in Lighting Build

UE - Graphics Features - Oct 21, 2015

Licensee has a setup in which static lighting is placed in a Blueprint Actor and then a New Blueprint is created with the parent added to this new blueprint. All Elements in both Blueprints are set ...

Importing manual LODs in the Static Mesh Editor on Linux will freeze the editor

UE - Platform - Linux - Oct 21, 2015

When importing a LOD manually in the Static Mesh Editor the editor will freeze indefinitely. ...

Convert Transform to relative does not appear to return the correct transform when rotation in taken into account

UE - Gameplay - Blueprint - Oct 21, 2015

The Convert Transform to relative does not appear to return the correct value after rotations is applied to one of the objects Note: In the attached project the Gray cube is what the expected resul ...

Copy/paste/duplicate has no effect on Linux

UE - Platform - Linux - Oct 21, 2015

Attempting to copy/paste or duplicate a node in blueprint or HUD element in a widget blueprint does not create a copy of the node or element. Edit: This also applies to copying nodes in the materi ...

Find-in-Blueprints fails to collect implemented interface graphs

UE - Gameplay - Blueprint - Oct 21, 2015

Find-in-Blueprints completely misses implemented interface graphs due to how they are stored within the UBlueprint. This results in the graphs being unsearchable (all nodes and pins, possibly sub-gr ...

BSPs do not update when converted to blocking volumes

UE - LD & Modeling - Modeling Tools - BSP - Oct 21, 2015

If a bsp is converted to a blocking volume, the faces of the bsp remain present until a new actor is placed or geometry is compiled. ...

Replacing Selected Actors does not replace all references.

Tools - Oct 21, 2015

When using the "Replace Selected Actors with" feature in the editor, references to the replaced actor are not updated to reference the new actor (where valid). They will appear to be replaced until ...

There is a possible code mistake in UPrimitiveComponent::GetCollisionShape.

UE - Gameplay - Oct 21, 2015

A user pointed out a possible mistake in the Engine source code. In the GetCollisionShape function in the UPrimitiveComponent class, an FVector variable Extent is created and set, and then potential ...

Check() crash in merge tool when using SVN

UE - Gameplay - Blueprint Editor - Oct 21, 2015

A UDN user found a crash in the merge tool when using SVN. https://udn.unrealengine.com/questions/265740/crashbug-with-svn-merging.html The failing check() crash occurs in LoadBaseRev (Merge.cpp): ...