CheckDefaultSubobjects() appears to not properly validate Blueprint Class instances

UE - Gameplay - Blueprint - May 17, 2016

It looks like maybe CheckDefaultSubobjectsInternal() isn't set up to handle non-native (i.e. Blueprint) class types? As well as AActor::CheckActorComponents() perhaps? ...

Tooltip on Beam Source Name is incorrect

UE - Niagara - Oct 24, 2014

In the Beam's Source Module the tooltip for the Source Name is actually the tooltip for the Source Tangent Strength. ...

Unable to see a Texture Format when using the Launch On feature

Tools - Jan 21, 2015

When you Click the Arrow down to the right of the Launch On button, The texture format for an Android device is showing as a jumbled mix of numbers and letters and not in any specific format. ...

Max tick rate not being enforced in the standalone game

UE - Gameplay - Dec 29, 2014

The original bug report is unclear – of course framerate of the game on PC will not match device – but QA has found a bug here. Seems like the game thread max tick rate is not being enforced in the ...

Enumerators not setting data correctly in BP struct from .csv file

UE - Gameplay - Blueprint - Dec 24, 2014

Enum data is not correctly setting names in the data table when pulling data from a .csv file. ...

Shadow Physics Assets drop-down is visible in the Destructible Mesh Editor

UE - Simulation - Physics - Destruction - Aug 10, 2016

The option to assign a Shadow Physics Asset is located in the Destructibles Details panel even though they are only supported for Skeletal Meshes currently. This assigned shadow physics asset cannot ...

Custom Impact Resistance does not work

UE - Simulation - Physics - Destruction - Jul 14, 2015

In the destructible editor, the Custom Impact Resistance flag does not work. After adjusting the Impact Resistance value and then disabling it, user will see the same behavior. ...

Skylights not Updating in Blueprint Viewport

UE - Graphics Features - Sep 26, 2016

When modifying the properties of a Skylight actor as a component within Blueprints, the changes are not reflected in the Blueprint viewport. If you drag the blueprint into an empty scene and modify ...

Morph Target Normals behaving strangely when deforming

UE - Editor - Content Pipeline - Import and Export - Aug 10, 2015

Morph Target Normals not importing as expected when Normals are locked User's morph targets are creating strange normals when the normals are locked in Maya upon export Cannot find suitable workar ...