Default values set in code are not overridden in character blueprint

UE - Gameplay - Blueprint - Mar 23, 2015

If a C++ class based on Character has a default value for a variable and the value is overridden in blueprints, the default value will be shown in game rather than the BP value. ...

Array node input changes to pass by reference when editor is closed and re-opened

UE - Gameplay - Blueprint - Mar 23, 2015

Closing and re-opening the editor changes the input element on add array nodes to a pass by reference. Update: This also occurs on Set Array Elem node Item output. ...

Duplicate "ghost" widgets are created when wrapping multiple widgets with a vertical box (From the Hierarchy panel)

UE - Editor - UI Systems - Mar 23, 2015

If the user selects multiple widget within the hierarchy panel and then right clicks > Wrap with > Vertical box this will create an extra set of the widget that were selected. These widgets will hav ...

FComponentReference::GetComponent() will cast to UPrimitiveComponent when it should be able to work with any scene component

UE - Gameplay - Mar 20, 2015

The FComponentReference::GetComponent() method can attempt to cast to UPrimitiveComponent when FComponentReference appears to be able to work with any scene component. ...

HideCategories() property is not held when the editor is closed

UE - Gameplay - Blueprint - Mar 20, 2015

Setting a UCLASS() macro with the "HideCategories" property will updated after a hot reload but after closing /reopening the editor the hidden category will be visible again. ...

Outside of AnimBP's, Animation Sequences with negative Rate Scales do not animate

OLD - Anim - Mar 20, 2015

Animation Sequences with negative Rate Scales do not play outside of using them in Animation Blueprints...unless they are looping. UPDATE: A negative rate scale value also breaks Anim Montages. ht ...

Calling a function that returns TWeakObjectPtr in blueprints causes crash

UE - Gameplay - Blueprint - Mar 20, 2015

Calling a code defined function in blueprints that returns a TWeakObjectPtr causes a crash. ...

Imported tiled landscapes into World Composition Browser have seams between landscape tiles

UE - LD & Modeling - Terrain - Landscape - Mar 19, 2015

Landscape seams appear between world composition browser imported heightmap tiles. Workaround: Run over seam with smoothing tool set to strength 0.0 ...

Crash on setting Material in Element 1 of Combined Mesh

Tools - Mar 19, 2015

Crash on clearing or setting the second or third material slot in the Static Mesh Editor on an imported combined FBX Mesh. Also Reproduced in Main Promotable-CL-2484152 (Perforce) NOTE: User is o ...

Lightmass crash after finished building and hitting save

UE - Foundation - Core - Mar 19, 2015

User is reporting that the editor will crash after lightmass has finished building and they click to save the project. ...