Behavior Trees cannot be saved if the Blackboard assigned to it was opened before opening the Behavior Tree from the Content Browser. Reproduced in 4.8.3 binary, 4.9.2 binary, 4.10 Preview 3 binary ...
When converting the character movement in the sidescroller template to occur on Tick instead of key press, the character will begin to run, and then get slightly hung up on the edge of the platform ...
Adding a text render component to a blueprint through C++ at runtime crashes the standalone player. It does not have any effect on PIE. Also, this only seems to occur when the blueprint in question ...
When playing in editor, if you fire your weapon at a trigger volume, the projectiles will bounce off of the volume, regardless of the fact that the collision is set to Query Only. This collision als ...
When a custom component is added at runtime, it does not show up in the details panel when you select the blueprint that it has been added to. Found in 4.9.2 binary. Reproduced in 4.10 Preview 3 a ...
When attempting to add a custom component to a blueprint at runtime using the Add Component function, if you give the component an exposed variable, it will ignore whatever target you specify and ad ...
When cancelling a build from Visual Studio, UBT keeps running, and another build is generally not possible until one kills the UBT process manually in Task Manager. ...
Using AI Detour in 4.9.2 works as expected, however, when upgrading a project from 4.9.2 to a newer version, the AI pawns fail to properly navigate around each other when moving to their respective ...
All "Key" related BlueprintPure nodes cause the Blueprint to become dirty when the Blueprint is reopened. This includes: Key Get Display Name Key Is Float Axis Key Is Gamepad Key Key Is Keyboard Ke ...
Randomly selecting a character class from the GameMode constructor using ConstructorHelpers::FClassFinder can result in default or null character being set when the level is reloaded. It appears tha ...