A Blueprint containing a child actor component containing another Blueprint that derives from NavLinkProxy does not provide a nav path when a project is opened until paths are rebuilt

UE - AI - Jun 1, 2015

If a Blueprint is derived from NavLinkProxy, and then that Blueprint is added to another Blueprint as a ChildActorComponent, the second Blueprint's Smart Link functionality will not work when the pr ...

Teleporting to the World Location of a Scene Component in a packaged game will crash the game

UE - Gameplay - Blueprint - Jun 1, 2015

Teleporting to the World Location of a Scene Component in a packaged game will crash the game. Teleporting to the Actor Location does not cause this crash. Crash log attached. Nothing is showing up ...

Static mesh created from bsp will not properly duplicate if original copy of mesh in viewport is used

UE - LD & Modeling - Modeling Tools - BSP - Jun 1, 2015

If a bsp is turned into a static mesh and then the original mesh in the level is duplicated, it will register as duplicated in the world outliner but the mesh will not appear until re-assigned in th ...

Saving an asset after renaming it, if it wasn't saved before that, can cause it to exist without being visible.

Tools - Jun 1, 2015

If you 'Save All' after renaming an asset after it's creation, without any saves prior, it will appear in the windows explorer's content folder but will not be visible in the editor. ...

Scroll bar on Project Settings - Collision menu behaves strangely.

UE - Editor - UI Systems - Slate - Jun 1, 2015

The scroll bar in the Engine - Collision menu in Project Settings doesn't appear when it first should, and when it does, it resizes and moves oddly. Edit MattK: variable length widgets inside of a ...

Replacing blueprint assets causes editor to crash

UE - Gameplay - Blueprint - Jun 1, 2015

When attempting to replace references of one blueprint with another a number of error message windows pop up ([Link Removed]) and the editor will crash. This is a regression since it was working in ...

Child blueprint reference to self node unpins after close and reopen from Set Array Element node

UE - Gameplay - Blueprint - Jun 1, 2015

If a child blueprint attempts to set an array element of self to an array of the parent blueprint, then the editor is saved, closed, reopened, the self pin will disconnect from the Set Array Element ...

Trace from cursor sporadically returns false if camera is positioned over 1k uu from character and mouse is over a landscape

UE - LD & Modeling - Terrain - Landscape - Jun 1, 2015

Trace returns false periodically when camera is positioned above 1k units from character if the cursor is over a landscape ...

Pasting variable nodes into a BP without those variables, should add them to the BP on paste.

UE - Gameplay - Blueprint - Jun 1, 2015

If nodes are copy/pasted from a project in 4.7 to a project in 4.8, various nodes will not copy over and must be remade in the 4.8 blueprint. ...

Changing the Pin Type on the 'Select' node can cause errors with pins that have been split

UE - Gameplay - Blueprint - Jun 1, 2015

Changing the Pin Type on the 'Select' node can cause errors with pins that have been split. ...