The runaway loop detection stuff is designed as per thread singletons (TLS). The worker threads don't properly reset the runaway counters. ...
In Preview Scene Settings, the user is able to adjust the scene's Screen Percentage, even though it has no effect in the preview (it only works when playing in game). ...
When using a custom Blueprint node with the meta tag, "ExpandEnumAsExects" Animation Blueprints get "Directions are not compatible" while other Blueprint classes are able to compile the same node. ...
When a RadialForceComponent is attached to a object in C++, it doesn't take on the "Object Types to Affect" in the component settings of the Blueprint. If the RadialForceComponent is created as a co ...
In the Preview Scene Settings, it isn't clear that a new profile is created when the user clicks on Add Profile. If it's the first new profile, the dropdown is no longer grayed out. But if the use ...
Crash while closing Create Blank New Blueprint window after attempting to name blueprint the same name as another blueprint. This crash only occurs when attempting to close the window using the "X" ...
From UDN Question: https://udn.unrealengine.com/questions/304392/bug-clientplayforcefeedback-isnt-paused-when-game.html Tried with GamePad and Vive Controllers, having Gamepad wire connected + 2 Vi ...
If a TArray has a TInlineAllocator with a large number and the class is used with a child Blueprint, the editor will throw an assert. If the base C++ Class is used instead of the Blueprint, the asse ...
Heatwire effects do not work for execution wires touching user macros. Native macros do not exhibit this behavior. Note: This is with BP Profiler turned off. ...
Multiple components within a single blueprint cannot have variables that use PostEditChangeProperty() updated simultaneously. This is most visible when attemting to set Max Draw Distance after chang ...