Copying more than 1 socket between skeletal meshes retains only one socket name

UE - Gameplay - Jul 8, 2015

When you select two or more sockets in one skeletal mesh and copy them and paste them into a different skeletal mesh, all sockets will be named after the last socket selected followed by _#. ...

Same Summary for Load Game from Slot and Save Game to Slot

UE - Gameplay - Blueprint - Jul 8, 2015

After creating a blueprint and adding the functions "Save Game to Slot" and "Load Game from Slot," the same summary occurs for both when moused over. The message for both is Save the contents of the ...

Hot reloading with a plugin in the project prevents the project from being able to save.

UE - Foundation - Core - Jul 8, 2015

Hot reloading a project that includes a plugin will not be able to save if the plugin is used in the project. ...

ShooterGame references images in slate from a folder that does not exist

Docs - Samples - Jul 8, 2015

A user has found that there are a few lines of code inside of shooter game that references a folder that does not exist. The lines of code below are the lines of code that reference images in an ima ...

Changing the name of a GameMode Blueprint that is set as the Default in Project Settings and then clicking the Project Settings Default GameMode dropdown will crash the editor

Tools - Jul 7, 2015

Changing the name of a GameMode Blueprint that is set as the Default in Project Settings and then clicking the Project Settings Default GameMode dropdown will crash the editor. No crash report is ge ...

The ReceivedSpectatorClass function in APlayerController may take an incorrect parameter

UE - Gameplay - Jul 7, 2015

The ReceivedSpectatorClass function in APlayerController may have an incorrect parameter. The parameter it takes in is TSubclassOf<AGameMode> SpectatorClass, but this may be intended to be TSubclass ...

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision

UE - Simulation - Physics - Jul 7, 2015

OnComponentBeginOverlap and EndOverlap are called multiple times when moving in a Skeletal Mesh component's collision. This does not occur with a Static Mesh's collision. Test project available her ...

Changing component type in code breaks blueprint details for the component

UE - Gameplay - Blueprint - Jul 7, 2015

If the VisibleAnywhere specifier is use in the UPROPERTY macro of a code based component, changing that component from one type to another (from USphereComponent to UBoxComponent for example) will c ...

Struct array variables interpret multiple Structs as the same if they have the same values

UE - Gameplay - Blueprint - Jul 7, 2015

Struct array variables interpret multiple Structs as the same if they have the same values. This does not occur if the values in the Structs added to the array are different. Test project in 4.8.1 ...

Adding a new code class to a project resets any Include Directories set in the Project Properties in Visual Studio

UE - Foundation - Core - Jul 7, 2015

Adding a new code class to a code project, or generating code files, will reset any Include Directories set in the Project Properties in Visual Studio. ...