Animation Sequences do not display in the viewport while being dragged from content browser under certain conditions

Tools - Content Browser - Aug 10, 2016

When dragging an instance of an animation sequence out to the level and then back into the content browser and then back out, the preview of the animation disappears. Gif attached below ...

Nodes displaying generic Kismet node name after hot reloading

Gameplay - Blueprint - Aug 4, 2016

I noticed this while executing UEQATC-1441. ...

Ensure When Pasting Timeline Node that was Previously Connected to a Node into a Function

Gameplay - Blueprint - Nov 4, 2016

An ensure is occurring when pasting a timeline that was once connected to a node into a function in blueprint. Regression: No, this also occurs in 4.12.5. ...

DisplayName UFUNCTION specifier working incorrectly with functions that have a return

Gameplay - Blueprint - May 10, 2016

When using the DisplayName specifier in a UFUNCTION that has a return (anything other than void), the DisplayName does not apply to the function's name in the My Blueprints panel after being overrid ...

Resetting the Location of an Actor Not Created at 0,0,0 Does Not Reset it to Default

Gameplay - Blueprint - Sep 7, 2016

When attempting to reset the location of an actor blueprint instance that was not created off of an empty actor placed at 0,0,0, the location gets set back to the original location of the empty acto ...

Attempting to Change Global Variable to Local Variable in a Function Containing a Timer Causes Compiler Error

Gameplay - Blueprint - Sep 14, 2016

When attempting to replace a global float variable with a local float variable that is connected to a Timer node in a blueprint function, an error will appear after trying to compile. This does not ...

USceneComponent::PropagateTransformUpdate could avoid calls to MarkRenderTransformDirty when transform does not change

Gameplay - Nov 16, 2016

From the UDN: "In USceneComponent::PropagateTransformUpdate, even when Transform has not changed, Bounds are updated and MarkRenderTransformDirty is called. I think that judging whether Bounds have ...

Using the arrow keys to navigate the Attach To dropdown causes accidental selection

Tools - Sep 27, 2016

When using the arrow keys to navigate the Attach To menu, the first actor that is highlighted will automatically be selected instead of allowing the user to select the actor they wish. Regression?: ...

Nav Modifier Volume Not Affecting Nav Mesh Until it is Moved

Gameplay - AI - Oct 21, 2016

Nav Modifier volumes are not affected the nav mesh until they are moved from their initial placement position. Found in 4.13.1. Reproduced in 4.12.5 and 4.15 Main CL 3163223 This is similar to UE- ...

Users can create project with name of "Stack" which causes conflict with existing "Stack.h"

Tools - Sep 12, 2016

Users can create project with existing name of "Slack" which causes conflict with existing Slack.h. Call stack is log file. ...