Losing focus of blueprint component viewport prevents W,E,R from changing transform widget

UE - Gameplay - Blueprint - Aug 4, 2015

If focus is taken away from the viewport window in blueprints (LMB in the details pane, for instance), pressing W, E, or R to change the transform widget will not work until focus is returned. ...

Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected

UE - Gameplay - Blueprint - Aug 3, 2015

Function call inputs do not revert to their Default Values if a variable node is connected and then disconnected. Refreshing the call node does not reset the inputs to their defaults. Reproduced in ...

Implementing an interface in a blueprint does not show interface functions until interface is opened and compiled

UE - Gameplay - Blueprint - Aug 3, 2015

If an interface is implemented within a blueprint, the initial function in the blueprint interface cannot be called in the actor. The function will be populated after compiling the blueprint interfa ...

Sub editors do not gain focus when opened

Tools - Aug 3, 2015

Sub editors do not gain focus when opened. Ctrl+F4 (Close Major Tab) does not work until the open tab has gained focus, so it must be clicked before the hot-key works. Reproduced in 4.8.3 binary an ...

BP structures added as local variables do not retain default values

UE - Gameplay - Blueprint - Jul 31, 2015

Adding a BP structure as a local variable to a function in a UMG widget graph will display the correct default values in the editor, but zero out to per-element defaults at run time. Update: Other ...

[CrashReport] UE4Editor_UnrealEd!UnFbx::FFbxImporter::RecursiveBuildSkeleton()

UE - Editor - Content Pipeline - Import and Export - Jul 30, 2015

This is a common crash affecting users. User DescriptionsJust import a Mesh of Fuse Source Context 624 void UnFbx::FFbxImporter::RecursiveBuildSkeleton(FbxNode* Link, TArray<FbxNode*>& Out ...

Warning message appears to be incorrect when casting to an inherited blueprint with a self reference

UE - Gameplay - Blueprint - Jul 27, 2015

A user was trying to cast to a child blueprint from the parent using a "Reference to self" variable as the target. The warning messaged: "Child" does not inherit from "Parent" (Cast to "Child" wou ...

Incorrect clipping when user widgets are add to another widget

UE - Editor - UI Systems - Jul 10, 2015

When adding a use created widget to another widget the size does not always calculate correctly and this can lead to unexpected clipping. ...

When running multiple clients in PIE the second player's inputs become toggled every tick when setting Input mode Game only on tick

UE - Editor - UI Systems - Slate - Jul 9, 2015

A user has found that setting input mode to game only on tick will cause the client in PIE to toggle their inputs on and off every tick. If this test is run with a single player the inputs are const ...

Debug is not functioning within the Blueprint Function Library

UE - Gameplay - Blueprint Editor - Jul 6, 2015

The blueprint debug filter is not working properly. It shows when your print string is being called but it isn't showing the trace location of the actual function from the blueprint. ...