HotReload: Static Mesh property reset on custom Static Mesh Component in Pawn Blueprint when a public property is changed to private in the parent Static Mesh Component code class

Gameplay - Blueprint - Aug 24, 2018

Performing a Hot Reload after changing some properties in a custom Static Mesh Component code class from public to private appears to reset the static mesh set for any Pawn Blueprints that use that ...

Blueprint macros with wildcard arrays fail to compile when nested

Gameplay - Blueprint - Oct 2, 2015

If a user makes a macro with a wild card array and then nests it inside of another macro. The wild card array will throw the following error. This can also happens with a StandardMacro like For Each ...

AND and OR nodes evaluate second argument even if it's unnecessary

Gameplay - Blueprint - Oct 12, 2015

Using the AND and OR nodes in blueprints will evaluate the second argument even if the first is enough to pass/fail the condition. Using the AND node where the first argument evaluates to false sti ...

Unable To Add More Than One Element To Default Values For Maps In Blueprint

Gameplay - Blueprint - Feb 13, 2017

When adding new elements to a Map in blueprints it will return the error "Cannot add a new key to the map while a key with the default value exists". This is because it currently won't increment the ...

Cannot edit "Detection by Affiliation" setting if AI Perception Component is setup in code

Gameplay - Blueprint - Jul 9, 2015

If AIPerceptionComponent is set in code, a blueprint of the associated class cannot edit the Detection by Affiliation setting in the details panel for the component. ...

Build Warning when HotReloading - LogUObjectGlobals:Warning: Guid is already used by

Gameplay - Blueprint - Sep 12, 2016

Changing class code causes class instance placed in the viewport to produce the warning message shown below upon hot reload. Also reported that callstack occurs but does not crash the editor. The ...

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

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 ...

Blueprint actor reference breaks after hot reload

Gameplay - Blueprint - Apr 21, 2016

Reference to a blueprint based on a custom class will break if changes are made to the parent class and a hot reload is performed. Error Displayed added to Callstack section. Workaround: Compiling ...

Cannot bind event dispatchers between two blueprints that share a parent class

Gameplay - Blueprint - Jul 23, 2015

Cannot bind event dispatchers between two blueprints that share a parent class. This issue also occurs if you use the parent as a variable in the child. The bind event dispatcher seems to only take ...

Blueprint Macro Libraries based on Actor cannot be reparented to Object

Gameplay - Blueprint - Jul 13, 2015

Blueprint Macro Libraries based on Actor cannot be reparented to Object Reproduced in 4.7.6, 4.8.1, and Main (//depot/UE4/Promoted-CL-2605171) ...