Cannot add new Keys to a black board if the behavior tree was created first

UE - AI - Sep 17, 2015

The user cannot add new keys to the black board if the behavior tree was created first. The user can click add new key and then attempt to select a variable but the variable will not be added. ...

Hot reload breaks blueprints of class type when a struct containing a member of that class is defined in that class' header file.

UE - Gameplay - Blueprint - Sep 16, 2015

When a struct is created in the header file for a class, and the struct contains a member that is of that class' type, performing a hot reload after changing the class will result in a Blueprint der ...

New Relevant Anim Time Transitions not working initially

OLD - Anim - Sep 16, 2015

Using the new "Get Relevant Anim Time Remaining" Node, transitions don't read the relevant anim until the second time passing through the state. *See attached image. In contrast, using the old "Tim ...

Teleport only affects static mesh of destructible meshes, collision remains at original location

UE - Simulation - Physics - Destruction - Sep 15, 2015

Teleporting a destructible mesh only transports the mesh of the object, the collision remains where it was originally located. Further, if the player runs into the collision, the static mesh will re ...

Moving Editor tabs causes them to jump around the screen on Linux

UE - Platform - Linux - Sep 15, 2015

Dragging an editor tab around (blueprints, material, content browser, etc.) causes the tab to jump around the screen. EDIT: Attempting to wire blueprint and material editor wires produce the same e ...

PhysicsHandle::GrabComponent creates offset from hit location

UE - Simulation - Physics - Sep 15, 2015

When trying to create a "impaled" effect with a physics handle, calling GrabComponent creates an offset between the hit location and the projectiles location. This causes the skeleton to be "impale ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...

Using a Wait Delay node on Linux causes editor to immediately close without crashing

UE - Platform - Linux - Sep 14, 2015

If a call is made to the blueprint node Wait Delay the editor will immediately close during PIE when the call is made without the crash reporter appearing. The "Wait Delay" node only exists on Linu ...

Unable to save blueprint after Hot Reload that affects the class the blueprint is based on

UE - Gameplay - Blueprint - Sep 14, 2015

After hot reloading a project, if the class a blueprint is based off of was edited, the blueprint is unable to be saved due to being referenced in Engine/Transient. Project for Repro: [Link Removed ...

Refraction not working with MakeMaterialAttributes

UE - Graphics Features - Sep 14, 2015

When setting a material to Use Material Attributes and then feeding in a Refraction value with MakeMaterialAttributes, the refraction doesn't work properly Reported in 4.8, but I tested in Main as ...