Using a Function from a Blueprint Library inside a Macro from a Macro Library will cause a crash when using Standalone Game for PIE. The same setup will function as expected when Playing in Selected ...
Cast nodes compile without warning when no object is assigned to the cast nodes object input pin. ...
When attempting to cast a parent actor to a child actor, if the parent uses "self" as the target of the cast the blueprint will compile, but when PIE is pressed a compile error will appear. ...
Some nodes have target pins that auto-fill to target: self. However, unless a value is passed into this node from a get or other means, the blueprint will not compile. ...
When using the track builder plugin, the default settings for the track width starts at 1. However, when the yellow arrow is clicked to to restore the track back to default it sets it to zero instea ...
Getting a blackboard value as actor and setting an actor to that on tick causes crash. The real issue here is that you can use a function in BP (in this case `UBTFunctionLibrary::GetBlackboardValue ...
Attached project exposes memory leak in editor. Cause is not known but increases memory very quickly when running PIE. The amount of memory used does not return to normal after closing PIE and each ...
Noticed when replying to a user on the forums (link included) When using the "Convert to Class Blueprint" feature in the level editor to create a blueprint from the selected actors, the created blu ...
EDIT: Date: 1/21/2015 Adding the [Link Removed] Duplicating a map in the Content Browser crashes the editor. It does not matter if the map being duplicated is the currently open map or not. EDIT ...
Having a Matinee Controller in the Level Blueprint and a Visibility Track with multiple Show and Hides will cause a compile error in the Level Blueprint. ...