Blueprint derived from C++ class not saving correctly

UE - Gameplay - Blueprint - Jul 27, 2015

The blueprint that the user is using loses some data when the editor closes and reopens despite saving all of the content. Note: Currently unsure of what exactly causes this but as I am able to rep ...

Crash when removing native root component from code after creating a Blueprint class based on the native class.

UE - Gameplay - Blueprint - Jul 27, 2015

Crash occurs when removing the native root component from code and then attempting to reopen a Blueprint Class asset that was based on the native parent class. Seems like maybe the 'AttachParent' f ...

Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor

UE - Gameplay - Jul 23, 2015

Set Actor Location and Teleport from a Character when touching an Actor simulating physics will launch the Actor. User supplied a video demonstrating the problem: [Link Removed] Test project in Pa ...

Behavior Tree Service Deactivation is called after Blackboard Component is destroyed

UE - AI - Jul 23, 2015

When exiting PIE the Behavior Tree Service Deactivation is called after Blackboard Component is destroyed. ...

Controller Input continues moving viewport camera after disconnecting

Tools - Jul 22, 2015

If a controller is plugged in before the editor is opened the viewport camera will start moving forward. If the controller is unplugged the camera will continue the controller input. Additionally, i ...

Duplicating a blackboard node within a behavior tree will cause a crash

UE - AI - Jul 16, 2015

When using the shortcut Crtl+W to copy a blackboard node within a behavior tree the editor will crash ...

[CrashReport] UE4Editor_Engine!FNetGUIDCache::GetObjectFromNetGUID() [packagemapclient.cpp:1876]

UE - Networking - Jul 16, 2015

I loaded up a two player game in the 'play in editor'. Upon clicking into the client, the game crashed. Clicking into the server did not cause it to crash.I'm pretty sure this happened because I check ...

Audio Components ignoring Start Time set by Play node on Android

UE - Audio - Jul 15, 2015

Setting the start time within the Play node for an audio component does not function when deploying to Android. The set up works fine when playing on the PC, and the sound functions on the Android ...

Scaling Radius of capsule collision components fudges it

UE - Gameplay - Components - Jul 14, 2015

add a capsule component to a blueprint, and scrub the "radius" value with your mouse till it's as high as it can go. If you exceed the half-height value, your capsule is now totally fudged until yo ...