Changing code based component category causes component to become ineditable in blueprints

UE - Gameplay - Blueprint - Mar 27, 2015

When a component written in code has it's category setting changed in blueprint the rest of the details for that component will not be editable once the component is deselected and reselected. ...

Attempting to use the GameplayTags module in a binary code project will result in build failures in Visual Studio.

UE - Foundation - Core - Mar 27, 2015

Using the GameplayTags module in a code project created with the binary version of the Engine results in a build failure in Visual Studio. The following error is shown: 1> D:/Epic Games/4.7/Engine ...

Assets Named with "~" or placed in Folders with "~" cannot be used

Tools - Mar 27, 2015

Using an asset with a "" character located in its name, will not allow that asset to be assigned to any other asset's input. For example a Texture with a "" in its name cannot be assigned to a Mate ...

NavMesh does not update properly when "Can Ever Affect Navigation" is toggled

UE - AI - Mar 27, 2015

if I place a mesh with "Can Ever Affect Navigation" set to true, then set it to false, it will leave the NavMesh with a bugged "hole" that AI does not path around correctly (causing the "Blocked" er ...

Editing the value of an Array Variable in an Actor Component's bp Details panel will collapse the expanded array

UE - Gameplay - Blueprint - Mar 27, 2015

Editing the value of an Array Variable in an Actor Component's bp Details panel will collapse the expanded array. Found in 4.7.3 but also reproducible in Main 2491982. Another user reporting the i ...

Adding a Reroute node to a function's array output will cause the Function node to be missing the output

UE - Gameplay - Blueprint - Mar 26, 2015

Adding a Reroute node to a function's array output will cause the Function node to be missing the output. This seems to be only effecting Arrays. Standard variables work fine. ...

OnClicked events do not trigger on objects 100k units away from camera

UE - Gameplay - Mar 26, 2015

Objects that are 100k uu+ away from camera do not trigger "OnClicked" events ...

Metallic Setting is not passed through Material Function in Feature Level ES2

UE - Graphics Features - Mar 26, 2015

When a metallic input is passed into a material via a material function and previewed in ES2, the metallic is always returns 0 in the material. Also reproduced in Main Promotable-CL-2490775 [Image ...

Calling a blueprint function library within a blueprint prevents blueprint from being saved

UE - Gameplay - Blueprint - Mar 25, 2015

Blueprint cannot save when a function from a function library is present in the blueprint unless any alteration is made within the function library. Once editor is closed and re-opened the user must ...

Uncompressed Lightmaps rendering incorrectly in HTML5

UE - Platform - Mobile - Mar 25, 2015

When using uncompressed Lightmaps in HTML5, the lighting is rendered incorrectly. Using (the default) compressed lightmaps, generates no error. Also reproduced in Main Promotable-CL-2487422 (Enscr ...