Input Action Events are not included in the list of overrideable functions in the My Blueprints tab

UE - Gameplay - Blueprint - Feb 5, 2016

Input Action Events are not included in the list of overrideable functions in the My Blueprints tab. Reproduced in Actor Blueprints and Player Controller Blueprints. This is a regression: overridin ...

A function in a Blueprint Function Library that references another function in that library cannot be saved after closing and reopening the project

UE - Gameplay - Blueprint - Mar 1, 2015

A function in a Blueprint Function Library that references another function in that library cannot be saved after closing and reopening the project. The library will save without error until the pro ...

Clear Timer node does not stop a looping timer

UE - Gameplay - Feb 16, 2015

Setting a Clear Timer node does not stop the named function from firing. ...

Server travel from Shooter Game level Highrise crashes editor

UE - Networking - Nov 17, 2014

If a person is on the Shooter Game level Highrse and uses the blueprint node "Execute Console Command" to server travel to any other level the editor will crash. In PIE mode the editor will hang at ...

Color bubble has no effect in an Event Graph

UE - Gameplay - Blueprint - Feb 24, 2015

If you add a comment to an Event graph Blueprint and change the comment color, the bubble should not change colors unless the Color Bubble detail is checked. I have included photos to better show ...

Collision capsule attached to skeletalmesh with 'collision enabled' collides

UE - Simulation - Physics - Jun 18, 2015

Collision capsule attached to skeletalmesh with 'no collision enabled' collides despite of being set to 'no physics collision' work around: image attached ...

Any events in sequencer fire at frame 0 when set to looping

UE - Anim - Sequencer - Mar 28, 2016

Any active events fire at frame 0 when the sequence loops ...

Cannot disable the NavLinkProxy through the Smart Link option

UE - AI - May 6, 2015

Cannot disable the NavLinkProxy through the Smart Link option. If this is not the proper way to disable the NavLink, users are confused by the naming of 'Link Enabled'. ...

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 ...

Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero, and subsequent rotation is not allowed after the setting is disabled

UE - Gameplay - Player Movement - Jan 2, 2016

Enabling Use Pawn Control Rotation on a SpringArm component does not set the rotation values to zero. Subsequently disabling Pawn Use Control Rotation make rotation of the component impossible until ...