Editable text boxes (UMG) are displying the incorrect character when packaging to HTML5

UE - Platform - Mobile - Feb 10, 2015

When you add a editable text box to a project via UMG and package and deploy that project for HTML5, The Text box will show invalid characters when certain keys are pressed. I have attached a photo ...

Character Movement values do not reset to defaults

Tools - Mar 9, 2015

Character Movement values do not reset to defaults. Changing a value and then using the arrow to Reset to Default updates the number displayed in the Details panel, but the value does not update dur ...

The World Outliner will only show one Child Actor on a Blueprint that has multiple Child Actors in its Components tab

Tools - Apr 13, 2015

The World Outliner will only show one Child Actor on a Blueprint that has multiple Child Actors in its Components tab. Note that all Child Actor Components added via the Construction Script will dis ...

Setting NavModifierVolume's AreaClass at runtime does not result in navmesh rebuilding

UE - AI - Apr 23, 2015

The volume does accept the change and if it gets moved the navmesh will rebuild with new area set. The core issue is that setting NavModifierVolume.AreaClass at runtime does not notify navigation sy ...

The Toggle Comment Bubble button for Reroute nodes does not revert the comment bubble to constant visibility

UE - Gameplay - Blueprint - Nov 21, 2015

The Toggle Comment Bubble button for Reroute nodes does not revert the comment bubble to constant visibility if the bubble is set to only appear when the node is hovered over. This does not occur w ...

Add Font Override Dropdown Acts Unresponsive to Mouseclick

Tools - Oct 4, 2016

When creating a new Sub-Font Family the user should be able to add a font to the Sub-Font by clicking the Add Font Override dropdown. The dropdown would then give the user the Font option. However ...

Duplicating a Function Containing Add Child Actor Component Causes Changes Made to the Duplicate to be Saved to the Original

UE - Gameplay - Blueprint - Nov 9, 2015

When you create a function containing an Add Child Actor Component node, duplicate that function, and then change the Child Actor Class option in the duplicate, the changes are also saved to the ori ...

Mass is not calculated if an object's Collision Enabled field is set to No Physics Collision even when Simulating Physics

UE - Foundation - Core - May 22, 2015

If an actor has 'Simulate physics' enabled and the Collision Enabled field is set to anything other than Collision Enabled (i.e. OverlapAll sets this to No Physics Collision) then mass is reset to 1 ...

Timeline tracks can be given the same name as existing execution inputs, and renaming them and compiling will cause a crash

UE - Gameplay - Blueprint - Jan 13, 2015

Timeline tracks can be given the same name as existing execution inputs, which causes some unusual behavior when dragging off the pin. Renaming them will rename the execution pin instead, and compil ...

Compile 'Note' on BP Interface events

UE - Gameplay - Feb 23, 2017

Compile 'Note' on BP Interface events. It happens in actor BPs and also BP Widgets. A similar issue was fixed back in 4.11 with Custom Events. Could be related? https://jira.it.epicgames.net/brows ...