C++ Event Dispatchers target pin cannot be set to actor references

UE - Gameplay - Blueprint - Nov 13, 2014

When connecting C++ created event dispatcher, the Target node will not accept reference to other actors. This is happening in 4.6 and Main but is working as intended in 4.5.1 ...

Promote to Variable no longer an option in Blueprint Function Library

UE - Gameplay - Blueprint - Nov 10, 2014

In earlier versions of the Engine (reported from 4.2), in a Blueprint Function Library, from the New Function Node you could right click on "new parameter" to promote to variable. Also you could dra ...

Warning message when opening the editor after moving MyCharacter blueprint

UE - Gameplay - Blueprint - Nov 7, 2014

If the MyCharacter blueprint is renamed or moved to a different folder after the project is built in Visual Studios and then the project is saved and the editor shut down, the editor will give a war ...

LIVE: A Local Variable cannot have its type changed if another local variable with the same name in a different function is in use

UE - Gameplay - Blueprint - Nov 6, 2014

Two local variables with the same name in two different functions still interact with each other in some way. This was reported in TTP 346132 and fixed in that case, but currently if a local variabl ...

Set Text Render Color registers max value instead of actual value from random floats

UE - Gameplay - Blueprint - Nov 5, 2014

When attempting to change the value of set text render color to a random value, the node will only register the maximum value in the range. ...

Editor Crashes on Launch

UE - Gameplay - Blueprint - Nov 4, 2014

When the user tries to open a specific project where he had unsuccessfully tried to remove a custom actor component from an actor, the editor crashes. Oddly, even a copy of the old project that's i ...

Editor crashes opening MyCharacter BP after converting to 4.5

UE - Gameplay - Blueprint - Nov 4, 2014

On a Mac, when opening a custom character blueprint from a project that has been converted to 4.5 from a previous version of the engine, the engine immediately crashes. ...

Live: Copy & Pasting ForEachLoops will cause them to retain information from the original

UE - Gameplay - Blueprint - Nov 3, 2014

If the user copies and then pastes a For Each Loop the loop will retain previous data such as the array type and will cause compiling errors. ...

Live: Crash when opening a blueprint who's component was edited in VS

UE - Gameplay - Blueprint - Oct 31, 2014

Added functionality to a blueprint component through code and built the project in VS. After a hot reload, I saved the blueprint and closed the editor. Reopening the editor and the blueprint cause ...

Comment Box in Blueprints does not Drag Entire Contents

UE - Gameplay - Blueprint - Oct 29, 2014

When zoomed in too close (or zoomed out too far) to a Comment Box in a Blueprint and all of it's contents are not on screen, when the Comment Box is selected and moved, the entire contents of the Co ...